/**
 * @author mrdoob / http://mrdoob.com/
 * @author Larry Battle / http://bateru.com/news
 * @author bhouston / http://exocortex.com
 */

 var THREE = THREE || { REVISION: '60' };

 self.console = self.console || {
 
     info: function () {},
     log: function () {},
     debug: function () {},
     warn: function () {},
     error: function () {}
 
 };
 
 String.prototype.trim = String.prototype.trim || function () {
 
     return this.replace( /^\s+|\s+$/g, '' );
 
 };
 
 // based on https://github.com/documentcloud/underscore/blob/bf657be243a075b5e72acc8a83e6f12a564d8f55/underscore.js#L767
 THREE.extend = function ( obj, source ) {
 
     // ECMAScript5 compatibility based on: http://www.nczonline.net/blog/2012/12/11/are-your-mixins-ecmascript-5-compatible/
     if ( Object.keys ) {
 
         var keys = Object.keys( source );
 
         for (var i = 0, il = keys.length; i < il; i++) {
 
             var prop = keys[i];
             Object.defineProperty( obj, prop, Object.getOwnPropertyDescriptor( source, prop ) );
 
         }
 
     } else {
 
         var safeHasOwnProperty = {}.hasOwnProperty;
 
         for ( var prop in source ) {
 
             if ( safeHasOwnProperty.call( source, prop ) ) {
 
                 obj[prop] = source[prop];
 
             }
 
         }
 
     }
 
     return obj;
 
 };
 
 // http://paulirish.com/2011/requestanimationframe-for-smart-animating/
 // http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
 
 // requestAnimationFrame polyfill by Erik Möller
 // fixes from Paul Irish and Tino Zijdel
 // using 'self' instead of 'window' for compatibility with both NodeJS and IE10.
 ( function () {
 
     var lastTime = 0;
     var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
 
     for ( var x = 0; x < vendors.length && !self.requestAnimationFrame; ++ x ) {
 
         self.requestAnimationFrame = self[ vendors[ x ] + 'RequestAnimationFrame' ];
         self.cancelAnimationFrame = self[ vendors[ x ] + 'CancelAnimationFrame' ] || self[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
 
     }
 
     if ( self.requestAnimationFrame === undefined && self['setTimeout'] !== undefined ) {
 
         self.requestAnimationFrame = function ( callback ) {
 
             var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
             var id = self.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
             lastTime = currTime + timeToCall;
             return id;
 
         };
 
     }
 
     if( self.cancelAnimationFrame === undefined && self['clearTimeout'] !== undefined ) {
 
         self.cancelAnimationFrame = function ( id ) { self.clearTimeout( id ) };
 
     }
 
 }() );
 
 // GL STATE CONSTANTS
 
 THREE.CullFaceNone = 0;
 THREE.CullFaceBack = 1;
 THREE.CullFaceFront = 2;
 THREE.CullFaceFrontBack = 3;
 
 THREE.FrontFaceDirectionCW = 0;
 THREE.FrontFaceDirectionCCW = 1;
 
 // SHADOWING TYPES
 
 THREE.BasicShadowMap = 0;
 THREE.PCFShadowMap = 1;
 THREE.PCFSoftShadowMap = 2;
 
 // MATERIAL CONSTANTS
 
 // side
 
 THREE.FrontSide = 0;
 THREE.BackSide = 1;
 THREE.DoubleSide = 2;
 
 // shading
 
 THREE.NoShading = 0;
 THREE.FlatShading = 1;
 THREE.SmoothShading = 2;
 
 // colors
 
 THREE.NoColors = 0;
 THREE.FaceColors = 1;
 THREE.VertexColors = 2;
 
 // blending modes
 
 THREE.NoBlending = 0;
 THREE.NormalBlending = 1;
 THREE.AdditiveBlending = 2;
 THREE.SubtractiveBlending = 3;
 THREE.MultiplyBlending = 4;
 THREE.CustomBlending = 5;
 
 // custom blending equations
 // (numbers start from 100 not to clash with other
 //  mappings to OpenGL constants defined in Texture.js)
 
 THREE.AddEquation = 100;
 THREE.SubtractEquation = 101;
 THREE.ReverseSubtractEquation = 102;
 
 // custom blending destination factors
 
 THREE.ZeroFactor = 200;
 THREE.OneFactor = 201;
 THREE.SrcColorFactor = 202;
 THREE.OneMinusSrcColorFactor = 203;
 THREE.SrcAlphaFactor = 204;
 THREE.OneMinusSrcAlphaFactor = 205;
 THREE.DstAlphaFactor = 206;
 THREE.OneMinusDstAlphaFactor = 207;
 
 // custom blending source factors
 
 //THREE.ZeroFactor = 200;
 //THREE.OneFactor = 201;
 //THREE.SrcAlphaFactor = 204;
 //THREE.OneMinusSrcAlphaFactor = 205;
 //THREE.DstAlphaFactor = 206;
 //THREE.OneMinusDstAlphaFactor = 207;
 THREE.DstColorFactor = 208;
 THREE.OneMinusDstColorFactor = 209;
 THREE.SrcAlphaSaturateFactor = 210;
 
 
 // TEXTURE CONSTANTS
 
 THREE.MultiplyOperation = 0;
 THREE.MixOperation = 1;
 THREE.AddOperation = 2;
 
 // Mapping modes
 
 THREE.UVMapping = function () {};
 
 THREE.CubeReflectionMapping = function () {};
 THREE.CubeRefractionMapping = function () {};
 
 THREE.SphericalReflectionMapping = function () {};
 THREE.SphericalRefractionMapping = function () {};
 
 // Wrapping modes
 
 THREE.RepeatWrapping = 1000;
 THREE.ClampToEdgeWrapping = 1001;
 THREE.MirroredRepeatWrapping = 1002;
 
 // Filters
 
 THREE.NearestFilter = 1003;
 THREE.NearestMipMapNearestFilter = 1004;
 THREE.NearestMipMapLinearFilter = 1005;
 THREE.LinearFilter = 1006;
 THREE.LinearMipMapNearestFilter = 1007;
 THREE.LinearMipMapLinearFilter = 1008;
 
 // Data types
 
 THREE.UnsignedByteType = 1009;
 THREE.ByteType = 1010;
 THREE.ShortType = 1011;
 THREE.UnsignedShortType = 1012;
 THREE.IntType = 1013;
 THREE.UnsignedIntType = 1014;
 THREE.FloatType = 1015;
 
 // Pixel types
 
 //THREE.UnsignedByteType = 1009;
 THREE.UnsignedShort4444Type = 1016;
 THREE.UnsignedShort5551Type = 1017;
 THREE.UnsignedShort565Type = 1018;
 
 // Pixel formats
 
 THREE.AlphaFormat = 1019;
 THREE.RGBFormat = 1020;
 THREE.RGBAFormat = 1021;
 THREE.LuminanceFormat = 1022;
 THREE.LuminanceAlphaFormat = 1023;
 
 // Compressed texture formats
 
 THREE.RGB_S3TC_DXT1_Format = 2001;
 THREE.RGBA_S3TC_DXT1_Format = 2002;
 THREE.RGBA_S3TC_DXT3_Format = 2003;
 THREE.RGBA_S3TC_DXT5_Format = 2004;
 
 /*
 // Potential future PVRTC compressed texture formats
 THREE.RGB_PVRTC_4BPPV1_Format = 2100;
 THREE.RGB_PVRTC_2BPPV1_Format = 2101;
 THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
 THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
 */
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.Color = function ( value ) {
 
     if ( value !== undefined ) this.set( value );
 
     return this;
 
 };
 
 THREE.Color.prototype = {
 
     constructor: THREE.Color,
 
     r: 1, g: 1, b: 1,
 
     set: function ( value ) {
 
         if ( value instanceof THREE.Color ) {
 
             this.copy( value );
 
         } else if ( typeof value === 'number' ) {
 
             this.setHex( value );
 
         } else if ( typeof value === 'string' ) {
 
             this.setStyle( value );
 
         }
 
         return this;
 
     },
 
     setHex: function ( hex ) {
 
         hex = Math.floor( hex );
 
         this.r = ( hex >> 16 & 255 ) / 255;
         this.g = ( hex >> 8 & 255 ) / 255;
         this.b = ( hex & 255 ) / 255;
 
         return this;
 
     },
 
     setRGB: function ( r, g, b ) {
 
         this.r = r;
         this.g = g;
         this.b = b;
 
         return this;
 
     },
 
     setHSL: function ( h, s, l ) {
 
         // h,s,l ranges are in 0.0 - 1.0
 
         if ( s === 0 ) {
 
             this.r = this.g = this.b = l;
 
         } else {
 
             var hue2rgb = function ( p, q, t ) {
 
                 if ( t < 0 ) t += 1;
                 if ( t > 1 ) t -= 1;
                 if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
                 if ( t < 1 / 2 ) return q;
                 if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
                 return p;
 
             };
 
             var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
             var q = ( 2 * l ) - p;
 
             this.r = hue2rgb( q, p, h + 1 / 3 );
             this.g = hue2rgb( q, p, h );
             this.b = hue2rgb( q, p, h - 1 / 3 );
 
         }
 
         return this;
 
     },
 
     setStyle: function ( style ) {
 
         // rgb(255,0,0)
 
         if ( /^rgb\((\d+),(\d+),(\d+)\)$/i.test( style ) ) {
 
             var color = /^rgb\((\d+),(\d+),(\d+)\)$/i.exec( style );
 
             this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
             this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
             this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
 
             return this;
 
         }
 
         // rgb(100%,0%,0%)
 
         if ( /^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.test( style ) ) {
 
             var color = /^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.exec( style );
 
             this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
             this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
             this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
 
             return this;
 
         }
 
         // #ff0000
 
         if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
 
             var color = /^\#([0-9a-f]{6})$/i.exec( style );
 
             this.setHex( parseInt( color[ 1 ], 16 ) );
 
             return this;
 
         }
 
         // #f00
 
         if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
 
             var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
 
             this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
 
             return this;
 
         }
 
         // red
 
         if ( /^(\w+)$/i.test( style ) ) {
 
             this.setHex( THREE.ColorKeywords[ style ] );
 
             return this;
 
         }
 
 
     },
 
     copy: function ( color ) {
 
         this.r = color.r;
         this.g = color.g;
         this.b = color.b;
 
         return this;
 
     },
 
     copyGammaToLinear: function ( color ) {
 
         this.r = color.r * color.r;
         this.g = color.g * color.g;
         this.b = color.b * color.b;
 
         return this;
 
     },
 
     copyLinearToGamma: function ( color ) {
 
         this.r = Math.sqrt( color.r );
         this.g = Math.sqrt( color.g );
         this.b = Math.sqrt( color.b );
 
         return this;
 
     },
 
     convertGammaToLinear: function () {
 
         var r = this.r, g = this.g, b = this.b;
 
         this.r = r * r;
         this.g = g * g;
         this.b = b * b;
 
         return this;
 
     },
 
     convertLinearToGamma: function () {
 
         this.r = Math.sqrt( this.r );
         this.g = Math.sqrt( this.g );
         this.b = Math.sqrt( this.b );
 
         return this;
 
     },
 
     getHex: function () {
 
         return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
 
     },
 
     getHexString: function () {
 
         return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
 
     },
 
     getHSL: function () {
 
         var hsl = { h: 0, s: 0, l: 0 };
 
         return function () {
 
             // h,s,l ranges are in 0.0 - 1.0
 
             var r = this.r, g = this.g, b = this.b;
 
             var max = Math.max( r, g, b );
             var min = Math.min( r, g, b );
 
             var hue, saturation;
             var lightness = ( min + max ) / 2.0;
 
             if ( min === max ) {
 
                 hue = 0;
                 saturation = 0;
 
             } else {
 
                 var delta = max - min;
 
                 saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
 
                 switch ( max ) {
 
                     case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
                     case g: hue = ( b - r ) / delta + 2; break;
                     case b: hue = ( r - g ) / delta + 4; break;
 
                 }
 
                 hue /= 6;
 
             }
 
             hsl.h = hue;
             hsl.s = saturation;
             hsl.l = lightness;
 
             return hsl;
 
         };
 
     }(),
 
     getStyle: function () {
 
         return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
 
     },
 
     offsetHSL: function ( h, s, l ) {
 
         var hsl = this.getHSL();
 
         hsl.h += h; hsl.s += s; hsl.l += l;
 
         this.setHSL( hsl.h, hsl.s, hsl.l );
 
         return this;
 
     },
 
     add: function ( color ) {
 
         this.r += color.r;
         this.g += color.g;
         this.b += color.b;
 
         return this;
 
     },
 
     addColors: function ( color1, color2 ) {
 
         this.r = color1.r + color2.r;
         this.g = color1.g + color2.g;
         this.b = color1.b + color2.b;
 
         return this;
 
     },
 
     addScalar: function ( s ) {
 
         this.r += s;
         this.g += s;
         this.b += s;
 
         return this;
 
     },
 
     multiply: function ( color ) {
 
         this.r *= color.r;
         this.g *= color.g;
         this.b *= color.b;
 
         return this;
 
     },
 
     multiplyScalar: function ( s ) {
 
         this.r *= s;
         this.g *= s;
         this.b *= s;
 
         return this;
 
     },
 
     lerp: function ( color, alpha ) {
 
         this.r += ( color.r - this.r ) * alpha;
         this.g += ( color.g - this.g ) * alpha;
         this.b += ( color.b - this.b ) * alpha;
 
         return this;
 
     },
 
     equals: function ( c ) {
 
         return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
 
     },
 
     fromArray: function ( array ) {
 
         this.r = array[ 0 ];
         this.g = array[ 1 ];
         this.b = array[ 2 ];
 
         return this;
 
     },
 
     toArray: function () {
 
         return [ this.r, this.g, this.b ];
 
     },
 
     clone: function () {
 
         return new THREE.Color().setRGB( this.r, this.g, this.b );
 
     }
 
 };
 
 THREE.ColorKeywords = { "aliceblue": 0xF0F8FF, "antiquewhite": 0xFAEBD7, "aqua": 0x00FFFF, "aquamarine": 0x7FFFD4, "azure": 0xF0FFFF,
 "beige": 0xF5F5DC, "bisque": 0xFFE4C4, "black": 0x000000, "blanchedalmond": 0xFFEBCD, "blue": 0x0000FF, "blueviolet": 0x8A2BE2,
 "brown": 0xA52A2A, "burlywood": 0xDEB887, "cadetblue": 0x5F9EA0, "chartreuse": 0x7FFF00, "chocolate": 0xD2691E, "coral": 0xFF7F50,
 "cornflowerblue": 0x6495ED, "cornsilk": 0xFFF8DC, "crimson": 0xDC143C, "cyan": 0x00FFFF, "darkblue": 0x00008B, "darkcyan": 0x008B8B,
 "darkgoldenrod": 0xB8860B, "darkgray": 0xA9A9A9, "darkgreen": 0x006400, "darkgrey": 0xA9A9A9, "darkkhaki": 0xBDB76B, "darkmagenta": 0x8B008B,
 "darkolivegreen": 0x556B2F, "darkorange": 0xFF8C00, "darkorchid": 0x9932CC, "darkred": 0x8B0000, "darksalmon": 0xE9967A, "darkseagreen": 0x8FBC8F,
 "darkslateblue": 0x483D8B, "darkslategray": 0x2F4F4F, "darkslategrey": 0x2F4F4F, "darkturquoise": 0x00CED1, "darkviolet": 0x9400D3,
 "deeppink": 0xFF1493, "deepskyblue": 0x00BFFF, "dimgray": 0x696969, "dimgrey": 0x696969, "dodgerblue": 0x1E90FF, "firebrick": 0xB22222,
 "floralwhite": 0xFFFAF0, "forestgreen": 0x228B22, "fuchsia": 0xFF00FF, "gainsboro": 0xDCDCDC, "ghostwhite": 0xF8F8FF, "gold": 0xFFD700,
 "goldenrod": 0xDAA520, "gray": 0x808080, "green": 0x008000, "greenyellow": 0xADFF2F, "grey": 0x808080, "honeydew": 0xF0FFF0, "hotpink": 0xFF69B4,
 "indianred": 0xCD5C5C, "indigo": 0x4B0082, "ivory": 0xFFFFF0, "khaki": 0xF0E68C, "lavender": 0xE6E6FA, "lavenderblush": 0xFFF0F5, "lawngreen": 0x7CFC00,
 "lemonchiffon": 0xFFFACD, "lightblue": 0xADD8E6, "lightcoral": 0xF08080, "lightcyan": 0xE0FFFF, "lightgoldenrodyellow": 0xFAFAD2, "lightgray": 0xD3D3D3,
 "lightgreen": 0x90EE90, "lightgrey": 0xD3D3D3, "lightpink": 0xFFB6C1, "lightsalmon": 0xFFA07A, "lightseagreen": 0x20B2AA, "lightskyblue": 0x87CEFA,
 "lightslategray": 0x778899, "lightslategrey": 0x778899, "lightsteelblue": 0xB0C4DE, "lightyellow": 0xFFFFE0, "lime": 0x00FF00, "limegreen": 0x32CD32,
 "linen": 0xFAF0E6, "magenta": 0xFF00FF, "maroon": 0x800000, "mediumaquamarine": 0x66CDAA, "mediumblue": 0x0000CD, "mediumorchid": 0xBA55D3,
 "mediumpurple": 0x9370DB, "mediumseagreen": 0x3CB371, "mediumslateblue": 0x7B68EE, "mediumspringgreen": 0x00FA9A, "mediumturquoise": 0x48D1CC,
 "mediumvioletred": 0xC71585, "midnightblue": 0x191970, "mintcream": 0xF5FFFA, "mistyrose": 0xFFE4E1, "moccasin": 0xFFE4B5, "navajowhite": 0xFFDEAD,
 "navy": 0x000080, "oldlace": 0xFDF5E6, "olive": 0x808000, "olivedrab": 0x6B8E23, "orange": 0xFFA500, "orangered": 0xFF4500, "orchid": 0xDA70D6,
 "palegoldenrod": 0xEEE8AA, "palegreen": 0x98FB98, "paleturquoise": 0xAFEEEE, "palevioletred": 0xDB7093, "papayawhip": 0xFFEFD5, "peachpuff": 0xFFDAB9,
 "peru": 0xCD853F, "pink": 0xFFC0CB, "plum": 0xDDA0DD, "powderblue": 0xB0E0E6, "purple": 0x800080, "red": 0xFF0000, "rosybrown": 0xBC8F8F,
 "royalblue": 0x4169E1, "saddlebrown": 0x8B4513, "salmon": 0xFA8072, "sandybrown": 0xF4A460, "seagreen": 0x2E8B57, "seashell": 0xFFF5EE,
 "sienna": 0xA0522D, "silver": 0xC0C0C0, "skyblue": 0x87CEEB, "slateblue": 0x6A5ACD, "slategray": 0x708090, "slategrey": 0x708090, "snow": 0xFFFAFA,
 "springgreen": 0x00FF7F, "steelblue": 0x4682B4, "tan": 0xD2B48C, "teal": 0x008080, "thistle": 0xD8BFD8, "tomato": 0xFF6347, "turquoise": 0x40E0D0,
 "violet": 0xEE82EE, "wheat": 0xF5DEB3, "white": 0xFFFFFF, "whitesmoke": 0xF5F5F5, "yellow": 0xFFFF00, "yellowgreen": 0x9ACD32 };
 
 /**
  * @author mikael emtinger / http://gomo.se/
  * @author alteredq / http://alteredqualia.com/
  * @author WestLangley / http://github.com/WestLangley
  * @author bhouston / http://exocortex.com
  */
 
 THREE.Quaternion = function ( x, y, z, w ) {
 
     this._x = x || 0;
     this._y = y || 0;
     this._z = z || 0;
     this._w = ( w !== undefined ) ? w : 1;
 
 };
 
 THREE.Quaternion.prototype = {
 
     constructor: THREE.Quaternion,
 
     _x: 0,_y: 0, _z: 0, _w: 0,
 
     _euler: undefined,
 
     _updateEuler: function ( callback ) {
 
         if ( this._euler !== undefined ) {
 
             this._euler.setFromQuaternion( this, undefined, false );
 
         }
 
     },
 
     get x () {
 
         return this._x;
 
     },
 
     set x ( value ) {
 
         this._x = value;
         this._updateEuler();
 
     },
 
     get y () {
 
         return this._y;
 
     },
 
     set y ( value ) {
 
         this._y = value;
         this._updateEuler();
 
     },
 
     get z () {
 
         return this._z;
 
     },
 
     set z ( value ) {
 
         this._z = value;
         this._updateEuler();
 
     },
 
     get w () {
 
         return this._w;
 
     },
 
     set w ( value ) {
 
         this._w = value;
         this._updateEuler();
 
     },
 
     set: function ( x, y, z, w ) {
 
         this._x = x;
         this._y = y;
         this._z = z;
         this._w = w;
 
         this._updateEuler();
 
         return this;
 
     },
 
     copy: function ( quaternion ) {
 
         this._x = quaternion._x;
         this._y = quaternion._y;
         this._z = quaternion._z;
         this._w = quaternion._w;
 
         this._updateEuler();
 
         return this;
 
     },
 
     setFromEuler: function ( euler, update ) {
 
         if ( euler instanceof THREE.Euler === false ) {
 
             throw new Error( 'ERROR: Quaternion\'s .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.  Please update your code.' );
         }
 
         // http://www.mathworks.com/matlabcentral/fileexchange/
         // 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
         //	content/SpinCalc.m
 
         var c1 = Math.cos( euler._x / 2 );
         var c2 = Math.cos( euler._y / 2 );
         var c3 = Math.cos( euler._z / 2 );
         var s1 = Math.sin( euler._x / 2 );
         var s2 = Math.sin( euler._y / 2 );
         var s3 = Math.sin( euler._z / 2 );
 
         if ( euler.order === 'XYZ' ) {
 
             this._x = s1 * c2 * c3 + c1 * s2 * s3;
             this._y = c1 * s2 * c3 - s1 * c2 * s3;
             this._z = c1 * c2 * s3 + s1 * s2 * c3;
             this._w = c1 * c2 * c3 - s1 * s2 * s3;
 
         } else if ( euler.order === 'YXZ' ) {
 
             this._x = s1 * c2 * c3 + c1 * s2 * s3;
             this._y = c1 * s2 * c3 - s1 * c2 * s3;
             this._z = c1 * c2 * s3 - s1 * s2 * c3;
             this._w = c1 * c2 * c3 + s1 * s2 * s3;
 
         } else if ( euler.order === 'ZXY' ) {
 
             this._x = s1 * c2 * c3 - c1 * s2 * s3;
             this._y = c1 * s2 * c3 + s1 * c2 * s3;
             this._z = c1 * c2 * s3 + s1 * s2 * c3;
             this._w = c1 * c2 * c3 - s1 * s2 * s3;
 
         } else if ( euler.order === 'ZYX' ) {
 
             this._x = s1 * c2 * c3 - c1 * s2 * s3;
             this._y = c1 * s2 * c3 + s1 * c2 * s3;
             this._z = c1 * c2 * s3 - s1 * s2 * c3;
             this._w = c1 * c2 * c3 + s1 * s2 * s3;
 
         } else if ( euler.order === 'YZX' ) {
 
             this._x = s1 * c2 * c3 + c1 * s2 * s3;
             this._y = c1 * s2 * c3 + s1 * c2 * s3;
             this._z = c1 * c2 * s3 - s1 * s2 * c3;
             this._w = c1 * c2 * c3 - s1 * s2 * s3;
 
         } else if ( euler.order === 'XZY' ) {
 
             this._x = s1 * c2 * c3 - c1 * s2 * s3;
             this._y = c1 * s2 * c3 - s1 * c2 * s3;
             this._z = c1 * c2 * s3 + s1 * s2 * c3;
             this._w = c1 * c2 * c3 + s1 * s2 * s3;
 
         }
 
         if ( update !== false ) this._updateEuler();
 
         return this;
 
     },
 
     setFromAxisAngle: function ( axis, angle ) {
 
         // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
         // axis have to be normalized
 
         var halfAngle = angle / 2, s = Math.sin( halfAngle );
 
         this._x = axis.x * s;
         this._y = axis.y * s;
         this._z = axis.z * s;
         this._w = Math.cos( halfAngle );
 
         this._updateEuler();
 
         return this;
 
     },
 
     setFromRotationMatrix: function ( m ) {
 
         // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
 
         // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
 
         var te = m.elements,
 
             m11 = te[0], m12 = te[4], m13 = te[8],
             m21 = te[1], m22 = te[5], m23 = te[9],
             m31 = te[2], m32 = te[6], m33 = te[10],
 
             trace = m11 + m22 + m33,
             s;
 
         if ( trace > 0 ) {
 
             s = 0.5 / Math.sqrt( trace + 1.0 );
 
             this._w = 0.25 / s;
             this._x = ( m32 - m23 ) * s;
             this._y = ( m13 - m31 ) * s;
             this._z = ( m21 - m12 ) * s;
 
         } else if ( m11 > m22 && m11 > m33 ) {
 
             s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
 
             this._w = (m32 - m23 ) / s;
             this._x = 0.25 * s;
             this._y = (m12 + m21 ) / s;
             this._z = (m13 + m31 ) / s;
 
         } else if ( m22 > m33 ) {
 
             s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
 
             this._w = (m13 - m31 ) / s;
             this._x = (m12 + m21 ) / s;
             this._y = 0.25 * s;
             this._z = (m23 + m32 ) / s;
 
         } else {
 
             s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
 
             this._w = ( m21 - m12 ) / s;
             this._x = ( m13 + m31 ) / s;
             this._y = ( m23 + m32 ) / s;
             this._z = 0.25 * s;
 
         }
 
         this._updateEuler();
 
         return this;
 
     },
 
     inverse: function () {
 
         this.conjugate().normalize();
 
         return this;
 
     },
 
     conjugate: function () {
 
         this._x *= -1;
         this._y *= -1;
         this._z *= -1;
 
         this._updateEuler();
 
         return this;
 
     },
 
     lengthSq: function () {
 
         return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
 
     },
 
     length: function () {
 
         return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
 
     },
 
     normalize: function () {
 
         var l = this.length();
 
         if ( l === 0 ) {
 
             this._x = 0;
             this._y = 0;
             this._z = 0;
             this._w = 1;
 
         } else {
 
             l = 1 / l;
 
             this._x = this._x * l;
             this._y = this._y * l;
             this._z = this._z * l;
             this._w = this._w * l;
 
         }
 
         return this;
 
     },
 
     multiply: function ( q, p ) {
 
         if ( p !== undefined ) {
 
             console.warn( 'DEPRECATED: Quaternion\'s .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
             return this.multiplyQuaternions( q, p );
 
         }
 
         return this.multiplyQuaternions( this, q );
 
     },
 
     multiplyQuaternions: function ( a, b ) {
 
         // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
 
         var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
         var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
 
         this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
         this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
         this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
         this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
 
         this._updateEuler();
 
         return this;
 
     },
 
     multiplyVector3: function ( vector ) {
 
         console.warn( 'DEPRECATED: Quaternion\'s .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
         return vector.applyQuaternion( this );
 
     },
 
     slerp: function ( qb, t ) {
 
         var x = this._x, y = this._y, z = this._z, w = this._w;
 
         // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
 
         var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
 
         if ( cosHalfTheta < 0 ) {
 
             this._w = -qb._w;
             this._x = -qb._x;
             this._y = -qb._y;
             this._z = -qb._z;
 
             cosHalfTheta = -cosHalfTheta;
 
         } else {
 
             this.copy( qb );
 
         }
 
         if ( cosHalfTheta >= 1.0 ) {
 
             this._w = w;
             this._x = x;
             this._y = y;
             this._z = z;
 
             return this;
 
         }
 
         var halfTheta = Math.acos( cosHalfTheta );
         var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
 
         if ( Math.abs( sinHalfTheta ) < 0.001 ) {
 
             this._w = 0.5 * ( w + this._w );
             this._x = 0.5 * ( x + this._x );
             this._y = 0.5 * ( y + this._y );
             this._z = 0.5 * ( z + this._z );
 
             return this;
 
         }
 
         var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
         ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
 
         this._w = ( w * ratioA + this._w * ratioB );
         this._x = ( x * ratioA + this._x * ratioB );
         this._y = ( y * ratioA + this._y * ratioB );
         this._z = ( z * ratioA + this._z * ratioB );
 
         this._updateEuler();
 
         return this;
 
     },
 
     equals: function ( quaternion ) {
 
         return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
 
     },
 
     fromArray: function ( array ) {
 
         this._x = array[ 0 ];
         this._y = array[ 1 ];
         this._z = array[ 2 ];
         this._w = array[ 3 ];
 
         this._updateEuler();
 
         return this;
 
     },
 
     toArray: function () {
 
         return [ this._x, this._y, this._z, this._w ];
 
     },
 
     clone: function () {
 
         return new THREE.Quaternion( this._x, this._y, this._z, this._w );
 
     }
 
 };
 
 THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
 
     return qm.copy( qa ).slerp( qb, t );
 
 }
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author philogb / http://blog.thejit.org/
  * @author egraether / http://egraether.com/
  * @author zz85 / http://www.lab4games.net/zz85/blog
  */
 
 THREE.Vector2 = function ( x, y ) {
 
     this.x = x || 0;
     this.y = y || 0;
 
 };
 
 THREE.Vector2.prototype = {
 
     constructor: THREE.Vector2,
 
     set: function ( x, y ) {
 
         this.x = x;
         this.y = y;
 
         return this;
 
     },
 
     setX: function ( x ) {
 
         this.x = x;
 
         return this;
 
     },
 
     setY: function ( y ) {
 
         this.y = y;
 
         return this;
 
     },
 
 
     setComponent: function ( index, value ) {
 
         switch ( index ) {
 
             case 0: this.x = value; break;
             case 1: this.y = value; break;
             default: throw new Error( "index is out of range: " + index );
 
         }
 
     },
 
     getComponent: function ( index ) {
 
         switch ( index ) {
 
             case 0: return this.x;
             case 1: return this.y;
             default: throw new Error( "index is out of range: " + index );
 
         }
 
     },
 
     copy: function ( v ) {
 
         this.x = v.x;
         this.y = v.y;
 
         return this;
 
     },
 
     add: function ( v, w ) {
 
         if ( w !== undefined ) {
 
             console.warn( 'DEPRECATED: Vector2\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
             return this.addVectors( v, w );
 
         }
 
         this.x += v.x;
         this.y += v.y;
 
         return this;
 
     },
 
     addVectors: function ( a, b ) {
 
         this.x = a.x + b.x;
         this.y = a.y + b.y;
 
         return this;
 
     },
 
     addScalar: function ( s ) {
 
         this.x += s;
         this.y += s;
 
         return this;
 
     },
 
     sub: function ( v, w ) {
 
         if ( w !== undefined ) {
 
             console.warn( 'DEPRECATED: Vector2\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
             return this.subVectors( v, w );
 
         }
 
         this.x -= v.x;
         this.y -= v.y;
 
         return this;
 
     },
 
     subVectors: function ( a, b ) {
 
         this.x = a.x - b.x;
         this.y = a.y - b.y;
 
         return this;
 
     },
 
     multiplyScalar: function ( s ) {
 
         this.x *= s;
         this.y *= s;
 
         return this;
 
     },
 
     divideScalar: function ( scalar ) {
 
         if ( scalar !== 0 ) {
 
             var invScalar = 1 / scalar;
 
             this.x *= invScalar;
             this.y *= invScalar;
 
         } else {
 
             this.x = 0;
             this.y = 0;
 
         }
 
         return this;
 
     },
 
     min: function ( v ) {
 
         if ( this.x > v.x ) {
 
             this.x = v.x;
 
         }
 
         if ( this.y > v.y ) {
 
             this.y = v.y;
 
         }
 
         return this;
 
     },
 
     max: function ( v ) {
 
         if ( this.x < v.x ) {
 
             this.x = v.x;
 
         }
 
         if ( this.y < v.y ) {
 
             this.y = v.y;
 
         }
 
         return this;
 
     },
 
     clamp: function ( min, max ) {
 
         // This function assumes min < max, if this assumption isn't true it will not operate correctly
 
         if ( this.x < min.x ) {
 
             this.x = min.x;
 
         } else if ( this.x > max.x ) {
 
             this.x = max.x;
 
         }
 
         if ( this.y < min.y ) {
 
             this.y = min.y;
 
         } else if ( this.y > max.y ) {
 
             this.y = max.y;
 
         }
 
         return this;
 
     },
 
     negate: function() {
 
         return this.multiplyScalar( - 1 );
 
     },
 
     dot: function ( v ) {
 
         return this.x * v.x + this.y * v.y;
 
     },
 
     lengthSq: function () {
 
         return this.x * this.x + this.y * this.y;
 
     },
 
     length: function () {
 
         return Math.sqrt( this.x * this.x + this.y * this.y );
 
     },
 
     normalize: function () {
 
         return this.divideScalar( this.length() );
 
     },
 
     distanceTo: function ( v ) {
 
         return Math.sqrt( this.distanceToSquared( v ) );
 
     },
 
     distanceToSquared: function ( v ) {
 
         var dx = this.x - v.x, dy = this.y - v.y;
         return dx * dx + dy * dy;
 
     },
 
     setLength: function ( l ) {
 
         var oldLength = this.length();
 
         if ( oldLength !== 0 && l !== oldLength ) {
 
             this.multiplyScalar( l / oldLength );
         }
 
         return this;
 
     },
 
     lerp: function ( v, alpha ) {
 
         this.x += ( v.x - this.x ) * alpha;
         this.y += ( v.y - this.y ) * alpha;
 
         return this;
 
     },
 
     equals: function( v ) {
 
         return ( ( v.x === this.x ) && ( v.y === this.y ) );
 
     },
 
     fromArray: function ( array ) {
 
         this.x = array[ 0 ];
         this.y = array[ 1 ];
 
         return this;
 
     },
 
     toArray: function () {
 
         return [ this.x, this.y ];
 
     },
 
     clone: function () {
 
         return new THREE.Vector2( this.x, this.y );
 
     }
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author *kile / http://kile.stravaganza.org/
  * @author philogb / http://blog.thejit.org/
  * @author mikael emtinger / http://gomo.se/
  * @author egraether / http://egraether.com/
  * @author WestLangley / http://github.com/WestLangley
  */
 
 THREE.Vector3 = function ( x, y, z ) {
 
     this.x = x || 0;
     this.y = y || 0;
     this.z = z || 0;
 
 };
 
 THREE.Vector3.prototype = {
 
     constructor: THREE.Vector3,
 
     set: function ( x, y, z ) {
 
         this.x = x;
         this.y = y;
         this.z = z;
 
         return this;
 
     },
 
     setX: function ( x ) {
 
         this.x = x;
 
         return this;
 
     },
 
     setY: function ( y ) {
 
         this.y = y;
 
         return this;
 
     },
 
     setZ: function ( z ) {
 
         this.z = z;
 
         return this;
 
     },
 
     setComponent: function ( index, value ) {
 
         switch ( index ) {
 
             case 0: this.x = value; break;
             case 1: this.y = value; break;
             case 2: this.z = value; break;
             default: throw new Error( "index is out of range: " + index );
 
         }
 
     },
 
     getComponent: function ( index ) {
 
         switch ( index ) {
 
             case 0: return this.x;
             case 1: return this.y;
             case 2: return this.z;
             default: throw new Error( "index is out of range: " + index );
 
         }
 
     },
 
     copy: function ( v ) {
 
         this.x = v.x;
         this.y = v.y;
         this.z = v.z;
 
         return this;
 
     },
 
     add: function ( v, w ) {
 
         if ( w !== undefined ) {
 
             console.warn( 'DEPRECATED: Vector3\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
             return this.addVectors( v, w );
 
         }
 
         this.x += v.x;
         this.y += v.y;
         this.z += v.z;
 
         return this;
 
     },
 
     addScalar: function ( s ) {
 
         this.x += s;
         this.y += s;
         this.z += s;
 
         return this;
 
     },
 
     addVectors: function ( a, b ) {
 
         this.x = a.x + b.x;
         this.y = a.y + b.y;
         this.z = a.z + b.z;
 
         return this;
 
     },
 
     sub: function ( v, w ) {
 
         if ( w !== undefined ) {
 
             console.warn( 'DEPRECATED: Vector3\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
             return this.subVectors( v, w );
 
         }
 
         this.x -= v.x;
         this.y -= v.y;
         this.z -= v.z;
 
         return this;
 
     },
 
     subVectors: function ( a, b ) {
 
         this.x = a.x - b.x;
         this.y = a.y - b.y;
         this.z = a.z - b.z;
 
         return this;
 
     },
 
     multiply: function ( v, w ) {
 
         if ( w !== undefined ) {
 
             console.warn( 'DEPRECATED: Vector3\'s .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
             return this.multiplyVectors( v, w );
 
         }
 
         this.x *= v.x;
         this.y *= v.y;
         this.z *= v.z;
 
         return this;
 
     },
 
     multiplyScalar: function ( scalar ) {
 
         this.x *= scalar;
         this.y *= scalar;
         this.z *= scalar;
 
         return this;
 
     },
 
     multiplyVectors: function ( a, b ) {
 
         this.x = a.x * b.x;
         this.y = a.y * b.y;
         this.z = a.z * b.z;
 
         return this;
 
     },
 
     applyMatrix3: function ( m ) {
 
         var x = this.x;
         var y = this.y;
         var z = this.z;
 
         var e = m.elements;
 
         this.x = e[0] * x + e[3] * y + e[6] * z;
         this.y = e[1] * x + e[4] * y + e[7] * z;
         this.z = e[2] * x + e[5] * y + e[8] * z;
 
         return this;
 
     },
 
     applyMatrix4: function ( m ) {
 
         // input: THREE.Matrix4 affine matrix
 
         var x = this.x, y = this.y, z = this.z;
 
         var e = m.elements;
 
         this.x = e[0] * x + e[4] * y + e[8]  * z + e[12];
         this.y = e[1] * x + e[5] * y + e[9]  * z + e[13];
         this.z = e[2] * x + e[6] * y + e[10] * z + e[14];
 
         return this;
 
     },
 
     applyProjection: function ( m ) {
 
         // input: THREE.Matrix4 projection matrix
 
         var x = this.x, y = this.y, z = this.z;
 
         var e = m.elements;
         var d = 1 / ( e[3] * x + e[7] * y + e[11] * z + e[15] ); // perspective divide
 
         this.x = ( e[0] * x + e[4] * y + e[8]  * z + e[12] ) * d;
         this.y = ( e[1] * x + e[5] * y + e[9]  * z + e[13] ) * d;
         this.z = ( e[2] * x + e[6] * y + e[10] * z + e[14] ) * d;
 
         return this;
 
     },
 
     applyQuaternion: function ( q ) {
 
         var x = this.x;
         var y = this.y;
         var z = this.z;
 
         var qx = q.x;
         var qy = q.y;
         var qz = q.z;
         var qw = q.w;
 
         // calculate quat * vector
 
         var ix =  qw * x + qy * z - qz * y;
         var iy =  qw * y + qz * x - qx * z;
         var iz =  qw * z + qx * y - qy * x;
         var iw = -qx * x - qy * y - qz * z;
 
         // calculate result * inverse quat
 
         this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
         this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
         this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
 
         return this;
 
     },
 
     transformDirection: function ( m ) {
 
         // input: THREE.Matrix4 affine matrix
         // vector interpreted as a direction
 
         var x = this.x, y = this.y, z = this.z;
 
         var e = m.elements;
 
         this.x = e[0] * x + e[4] * y + e[8]  * z;
         this.y = e[1] * x + e[5] * y + e[9]  * z;
         this.z = e[2] * x + e[6] * y + e[10] * z;
 
         this.normalize();
 
         return this;
 
     },
 
     divide: function ( v ) {
 
         this.x /= v.x;
         this.y /= v.y;
         this.z /= v.z;
 
         return this;
 
     },
 
     divideScalar: function ( scalar ) {
 
         if ( scalar !== 0 ) {
 
             var invScalar = 1 / scalar;
 
             this.x *= invScalar;
             this.y *= invScalar;
             this.z *= invScalar;
 
         } else {
 
             this.x = 0;
             this.y = 0;
             this.z = 0;
 
         }
 
         return this;
 
     },
 
     min: function ( v ) {
 
         if ( this.x > v.x ) {
 
             this.x = v.x;
 
         }
 
         if ( this.y > v.y ) {
 
             this.y = v.y;
 
         }
 
         if ( this.z > v.z ) {
 
             this.z = v.z;
 
         }
 
         return this;
 
     },
 
     max: function ( v ) {
 
         if ( this.x < v.x ) {
 
             this.x = v.x;
 
         }
 
         if ( this.y < v.y ) {
 
             this.y = v.y;
 
         }
 
         if ( this.z < v.z ) {
 
             this.z = v.z;
 
         }
 
         return this;
 
     },
 
     clamp: function ( min, max ) {
 
         // This function assumes min < max, if this assumption isn't true it will not operate correctly
 
         if ( this.x < min.x ) {
 
             this.x = min.x;
 
         } else if ( this.x > max.x ) {
 
             this.x = max.x;
 
         }
 
         if ( this.y < min.y ) {
 
             this.y = min.y;
 
         } else if ( this.y > max.y ) {
 
             this.y = max.y;
 
         }
 
         if ( this.z < min.z ) {
 
             this.z = min.z;
 
         } else if ( this.z > max.z ) {
 
             this.z = max.z;
 
         }
 
         return this;
 
     },
 
     negate: function () {
 
         return this.multiplyScalar( - 1 );
 
     },
 
     dot: function ( v ) {
 
         return this.x * v.x + this.y * v.y + this.z * v.z;
 
     },
 
     lengthSq: function () {
 
         return this.x * this.x + this.y * this.y + this.z * this.z;
 
     },
 
     length: function () {
 
         return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
 
     },
 
     lengthManhattan: function () {
 
         return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
 
     },
 
     normalize: function () {
 
         return this.divideScalar( this.length() );
 
     },
 
     setLength: function ( l ) {
 
         var oldLength = this.length();
 
         if ( oldLength !== 0 && l !== oldLength  ) {
 
             this.multiplyScalar( l / oldLength );
         }
 
         return this;
 
     },
 
     lerp: function ( v, alpha ) {
 
         this.x += ( v.x - this.x ) * alpha;
         this.y += ( v.y - this.y ) * alpha;
         this.z += ( v.z - this.z ) * alpha;
 
         return this;
 
     },
 
     cross: function ( v, w ) {
 
         if ( w !== undefined ) {
 
             console.warn( 'DEPRECATED: Vector3\'s .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
             return this.crossVectors( v, w );
 
         }
 
         var x = this.x, y = this.y, z = this.z;
 
         this.x = y * v.z - z * v.y;
         this.y = z * v.x - x * v.z;
         this.z = x * v.y - y * v.x;
 
         return this;
 
     },
 
     crossVectors: function ( a, b ) {
 
         var ax = a.x, ay = a.y, az = a.z;
         var bx = b.x, by = b.y, bz = b.z;
 
         this.x = ay * bz - az * by;
         this.y = az * bx - ax * bz;
         this.z = ax * by - ay * bx;
 
         return this;
 
     },
 
     angleTo: function ( v ) {
 
         var theta = this.dot( v ) / ( this.length() * v.length() );
 
         // clamp, to handle numerical problems
 
         return Math.acos( THREE.Math.clamp( theta, -1, 1 ) );
 
     },
 
     distanceTo: function ( v ) {
 
         return Math.sqrt( this.distanceToSquared( v ) );
 
     },
 
     distanceToSquared: function ( v ) {
 
         var dx = this.x - v.x;
         var dy = this.y - v.y;
         var dz = this.z - v.z;
 
         return dx * dx + dy * dy + dz * dz;
 
     },
 
     setEulerFromRotationMatrix: function ( m, order ) {
 
         console.error( "REMOVED: Vector3\'s setEulerFromRotationMatrix has been removed in favor of Euler.setFromRotationMatrix(), please update your code.");
 
     },
 
     setEulerFromQuaternion: function ( q, order ) {
 
         console.error( "REMOVED: Vector3\'s setEulerFromQuaternion: has been removed in favor of Euler.setFromQuaternion(), please update your code.");
 
     },
 
     getPositionFromMatrix: function ( m ) {
 
         this.x = m.elements[12];
         this.y = m.elements[13];
         this.z = m.elements[14];
 
         return this;
 
     },
 
     getScaleFromMatrix: function ( m ) {
 
         var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
         var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
         var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();
 
         this.x = sx;
         this.y = sy;
         this.z = sz;
 
         return this;
     },
 
     getColumnFromMatrix: function ( index, matrix ) {
 
         var offset = index * 4;
 
         var me = matrix.elements;
 
         this.x = me[ offset ];
         this.y = me[ offset + 1 ];
         this.z = me[ offset + 2 ];
 
         return this;
 
     },
 
     equals: function ( v ) {
 
         return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
 
     },
 
     fromArray: function ( array ) {
 
         this.x = array[ 0 ];
         this.y = array[ 1 ];
         this.z = array[ 2 ];
 
         return this;
 
     },
 
     toArray: function () {
 
         return [ this.x, this.y, this.z ];
 
     },
 
     clone: function () {
 
         return new THREE.Vector3( this.x, this.y, this.z );
 
     }
 
 };
 
 THREE.extend( THREE.Vector3.prototype, {
 
     applyEuler: function () {
 
         var quaternion = new THREE.Quaternion();
 
         return function ( euler ) {
 
             if ( euler instanceof THREE.Euler === false ) {
 
                 console.error( 'ERROR: Vector3\'s .applyEuler() now expects a Euler rotation rather than a Vector3 and order.  Please update your code.' );
 
             }
 
             this.applyQuaternion( quaternion.setFromEuler( euler ) );
 
             return this;
 
         };
 
     }(),
 
     applyAxisAngle: function () {
 
         var quaternion = new THREE.Quaternion();
 
         return function ( axis, angle ) {
 
             this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
 
             return this;
 
         };
 
     }(),
 
     projectOnVector: function () {
 
         var v1 = new THREE.Vector3();
 
         return function ( vector ) {
 
             v1.copy( vector ).normalize();
             var d = this.dot( v1 );
             return this.copy( v1 ).multiplyScalar( d );
 
         };
 
     }(),
 
     projectOnPlane: function () {
 
         var v1 = new THREE.Vector3();
 
         return function ( planeNormal ) {
 
             v1.copy( this ).projectOnVector( planeNormal );
 
             return this.sub( v1 );
 
         }
 
     }(),
 
     reflect: function () {
 
         var v1 = new THREE.Vector3();
 
         return function ( vector ) {
 
             v1.copy( this ).projectOnVector( vector ).multiplyScalar( 2 );
 
             return this.subVectors( v1, this );
 
         }
 
     }()
 
 } );
 
 /**
  * @author supereggbert / http://www.paulbrunt.co.uk/
  * @author philogb / http://blog.thejit.org/
  * @author mikael emtinger / http://gomo.se/
  * @author egraether / http://egraether.com/
  * @author WestLangley / http://github.com/WestLangley
  */
 
 THREE.Vector4 = function ( x, y, z, w ) {
 
     this.x = x || 0;
     this.y = y || 0;
     this.z = z || 0;
     this.w = ( w !== undefined ) ? w : 1;
 
 };
 
 THREE.Vector4.prototype = {
 
     constructor: THREE.Vector4,
 
     set: function ( x, y, z, w ) {
 
         this.x = x;
         this.y = y;
         this.z = z;
         this.w = w;
 
         return this;
 
     },
 
     setX: function ( x ) {
 
         this.x = x;
 
         return this;
 
     },
 
     setY: function ( y ) {
 
         this.y = y;
 
         return this;
 
     },
 
     setZ: function ( z ) {
 
         this.z = z;
 
         return this;
 
     },
 
     setW: function ( w ) {
 
         this.w = w;
 
         return this;
 
     },
 
     setComponent: function ( index, value ) {
 
         switch ( index ) {
 
             case 0: this.x = value; break;
             case 1: this.y = value; break;
             case 2: this.z = value; break;
             case 3: this.w = value; break;
             default: throw new Error( "index is out of range: " + index );
 
         }
 
     },
 
     getComponent: function ( index ) {
 
         switch ( index ) {
 
             case 0: return this.x;
             case 1: return this.y;
             case 2: return this.z;
             case 3: return this.w;
             default: throw new Error( "index is out of range: " + index );
 
         }
 
     },
 
     copy: function ( v ) {
 
         this.x = v.x;
         this.y = v.y;
         this.z = v.z;
         this.w = ( v.w !== undefined ) ? v.w : 1;
 
         return this;
 
     },
 
     add: function ( v, w ) {
 
         if ( w !== undefined ) {
 
             console.warn( 'DEPRECATED: Vector4\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
             return this.addVectors( v, w );
 
         }
 
         this.x += v.x;
         this.y += v.y;
         this.z += v.z;
         this.w += v.w;
 
         return this;
 
     },
 
     addScalar: function ( s ) {
 
         this.x += s;
         this.y += s;
         this.z += s;
         this.w += s;
 
         return this;
 
     },
 
     addVectors: function ( a, b ) {
 
         this.x = a.x + b.x;
         this.y = a.y + b.y;
         this.z = a.z + b.z;
         this.w = a.w + b.w;
 
         return this;
 
     },
 
     sub: function ( v, w ) {
 
         if ( w !== undefined ) {
 
             console.warn( 'DEPRECATED: Vector4\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
             return this.subVectors( v, w );
 
         }
 
         this.x -= v.x;
         this.y -= v.y;
         this.z -= v.z;
         this.w -= v.w;
 
         return this;
 
     },
 
     subVectors: function ( a, b ) {
 
         this.x = a.x - b.x;
         this.y = a.y - b.y;
         this.z = a.z - b.z;
         this.w = a.w - b.w;
 
         return this;
 
     },
 
     multiplyScalar: function ( scalar ) {
 
         this.x *= scalar;
         this.y *= scalar;
         this.z *= scalar;
         this.w *= scalar;
 
         return this;
 
     },
 
     applyMatrix4: function ( m ) {
 
         var x = this.x;
         var y = this.y;
         var z = this.z;
         var w = this.w;
 
         var e = m.elements;
 
         this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;
         this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;
         this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;
         this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;
 
         return this;
 
     },
 
     divideScalar: function ( scalar ) {
 
         if ( scalar !== 0 ) {
 
             var invScalar = 1 / scalar;
 
             this.x *= invScalar;
             this.y *= invScalar;
             this.z *= invScalar;
             this.w *= invScalar;
 
         } else {
 
             this.x = 0;
             this.y = 0;
             this.z = 0;
             this.w = 1;
 
         }
 
         return this;
 
     },
 
     setAxisAngleFromQuaternion: function ( q ) {
 
         // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
 
         // q is assumed to be normalized
 
         this.w = 2 * Math.acos( q.w );
 
         var s = Math.sqrt( 1 - q.w * q.w );
 
         if ( s < 0.0001 ) {
 
              this.x = 1;
              this.y = 0;
              this.z = 0;
 
         } else {
 
              this.x = q.x / s;
              this.y = q.y / s;
              this.z = q.z / s;
 
         }
 
         return this;
 
     },
 
     setAxisAngleFromRotationMatrix: function ( m ) {
 
         // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
 
         // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
 
         var angle, x, y, z,		// variables for result
             epsilon = 0.01,		// margin to allow for rounding errors
             epsilon2 = 0.1,		// margin to distinguish between 0 and 180 degrees
 
             te = m.elements,
 
             m11 = te[0], m12 = te[4], m13 = te[8],
             m21 = te[1], m22 = te[5], m23 = te[9],
             m31 = te[2], m32 = te[6], m33 = te[10];
 
         if ( ( Math.abs( m12 - m21 ) < epsilon )
           && ( Math.abs( m13 - m31 ) < epsilon )
           && ( Math.abs( m23 - m32 ) < epsilon ) ) {
 
             // singularity found
             // first check for identity matrix which must have +1 for all terms
             // in leading diagonal and zero in other terms
 
             if ( ( Math.abs( m12 + m21 ) < epsilon2 )
               && ( Math.abs( m13 + m31 ) < epsilon2 )
               && ( Math.abs( m23 + m32 ) < epsilon2 )
               && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
 
                 // this singularity is identity matrix so angle = 0
 
                 this.set( 1, 0, 0, 0 );
 
                 return this; // zero angle, arbitrary axis
 
             }
 
             // otherwise this singularity is angle = 180
 
             angle = Math.PI;
 
             var xx = ( m11 + 1 ) / 2;
             var yy = ( m22 + 1 ) / 2;
             var zz = ( m33 + 1 ) / 2;
             var xy = ( m12 + m21 ) / 4;
             var xz = ( m13 + m31 ) / 4;
             var yz = ( m23 + m32 ) / 4;
 
             if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
 
                 if ( xx < epsilon ) {
 
                     x = 0;
                     y = 0.707106781;
                     z = 0.707106781;
 
                 } else {
 
                     x = Math.sqrt( xx );
                     y = xy / x;
                     z = xz / x;
 
                 }
 
             } else if ( yy > zz ) { // m22 is the largest diagonal term
 
                 if ( yy < epsilon ) {
 
                     x = 0.707106781;
                     y = 0;
                     z = 0.707106781;
 
                 } else {
 
                     y = Math.sqrt( yy );
                     x = xy / y;
                     z = yz / y;
 
                 }
 
             } else { // m33 is the largest diagonal term so base result on this
 
                 if ( zz < epsilon ) {
 
                     x = 0.707106781;
                     y = 0.707106781;
                     z = 0;
 
                 } else {
 
                     z = Math.sqrt( zz );
                     x = xz / z;
                     y = yz / z;
 
                 }
 
             }
 
             this.set( x, y, z, angle );
 
             return this; // return 180 deg rotation
 
         }
 
         // as we have reached here there are no singularities so we can handle normally
 
         var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
                          + ( m13 - m31 ) * ( m13 - m31 )
                          + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
 
         if ( Math.abs( s ) < 0.001 ) s = 1;
 
         // prevent divide by zero, should not happen if matrix is orthogonal and should be
         // caught by singularity test above, but I've left it in just in case
 
         this.x = ( m32 - m23 ) / s;
         this.y = ( m13 - m31 ) / s;
         this.z = ( m21 - m12 ) / s;
         this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
 
         return this;
 
     },
 
     min: function ( v ) {
 
         if ( this.x > v.x ) {
 
             this.x = v.x;
 
         }
 
         if ( this.y > v.y ) {
 
             this.y = v.y;
 
         }
 
         if ( this.z > v.z ) {
 
             this.z = v.z;
 
         }
 
         if ( this.w > v.w ) {
 
             this.w = v.w;
 
         }
 
         return this;
 
     },
 
     max: function ( v ) {
 
         if ( this.x < v.x ) {
 
             this.x = v.x;
 
         }
 
         if ( this.y < v.y ) {
 
             this.y = v.y;
 
         }
 
         if ( this.z < v.z ) {
 
             this.z = v.z;
 
         }
 
         if ( this.w < v.w ) {
 
             this.w = v.w;
 
         }
 
         return this;
 
     },
 
     clamp: function ( min, max ) {
 
         // This function assumes min < max, if this assumption isn't true it will not operate correctly
 
         if ( this.x < min.x ) {
 
             this.x = min.x;
 
         } else if ( this.x > max.x ) {
 
             this.x = max.x;
 
         }
 
         if ( this.y < min.y ) {
 
             this.y = min.y;
 
         } else if ( this.y > max.y ) {
 
             this.y = max.y;
 
         }
 
         if ( this.z < min.z ) {
 
             this.z = min.z;
 
         } else if ( this.z > max.z ) {
 
             this.z = max.z;
 
         }
 
         if ( this.w < min.w ) {
 
             this.w = min.w;
 
         } else if ( this.w > max.w ) {
 
             this.w = max.w;
 
         }
 
         return this;
 
     },
 
     negate: function() {
 
         return this.multiplyScalar( -1 );
 
     },
 
     dot: function ( v ) {
 
         return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
 
     },
 
     lengthSq: function () {
 
         return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
 
     },
 
     length: function () {
 
         return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
 
     },
 
     lengthManhattan: function () {
 
         return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
 
     },
 
     normalize: function () {
 
         return this.divideScalar( this.length() );
 
     },
 
     setLength: function ( l ) {
 
         var oldLength = this.length();
 
         if ( oldLength !== 0 && l !== oldLength ) {
 
             this.multiplyScalar( l / oldLength );
 
         }
 
         return this;
 
     },
 
     lerp: function ( v, alpha ) {
 
         this.x += ( v.x - this.x ) * alpha;
         this.y += ( v.y - this.y ) * alpha;
         this.z += ( v.z - this.z ) * alpha;
         this.w += ( v.w - this.w ) * alpha;
 
         return this;
 
     },
 
     equals: function ( v ) {
 
         return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
 
     },
 
     fromArray: function ( array ) {
 
         this.x = array[ 0 ];
         this.y = array[ 1 ];
         this.z = array[ 2 ];
         this.w = array[ 3 ];
 
         return this;
 
     },
 
     toArray: function () {
 
         return [ this.x, this.y, this.z, this.w ];
 
     },
 
     clone: function () {
 
         return new THREE.Vector4( this.x, this.y, this.z, this.w );
 
     }
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author WestLangley / http://github.com/WestLangley
  * @author bhouston / http://exocortex.com
  */
 
 THREE.Euler = function ( x, y, z, order ) {
 
     this._x = x || 0;
     this._y = y || 0;
     this._z = z || 0;
     this._order = order || THREE.Euler.DefaultOrder;
 
 };
 
 THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
 
 THREE.Euler.DefaultOrder = 'XYZ';
 
 THREE.Euler.prototype = {
 
     constructor: THREE.Euler,
 
     _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
 
     _quaternion: undefined,
 
     _updateQuaternion: function () {
 
         if ( this._quaternion !== undefined ) {
 
             this._quaternion.setFromEuler( this, false );
 
         }
 
     },
 
     get x () {
 
         return this._x;
 
     },
 
     set x ( value ) {
 
         this._x = value;
         this._updateQuaternion();
 
     },
 
     get y () {
 
         return this._y;
 
     },
 
     set y ( value ) {
 
         this._y = value;
         this._updateQuaternion();
 
     },
 
     get z () {
 
         return this._z;
 
     },
 
     set z ( value ) {
 
         this._z = value;
         this._updateQuaternion();
 
     },
 
     get order () {
 
         return this._order;
 
     },
 
     set order ( value ) {
 
         this._order = value;
         this._updateQuaternion();
 
     },
 
     set: function ( x, y, z, order ) {
 
         this._x = x;
         this._y = y;
         this._z = z;
         this._order = order || this._order;
 
         this._updateQuaternion();
 
         return this;
 
     },
 
     copy: function ( euler ) {
 
         this._x = euler._x;
         this._y = euler._y;
         this._z = euler._z;
         this._order = euler._order;
 
         this._updateQuaternion();
 
         return this;
 
     },
 
     setFromRotationMatrix: function ( m, order ) {
 
         // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
 
         // clamp, to handle numerical problems
 
         function clamp( x ) {
 
             return Math.min( Math.max( x, -1 ), 1 );
 
         }
 
         var te = m.elements;
         var m11 = te[0], m12 = te[4], m13 = te[8];
         var m21 = te[1], m22 = te[5], m23 = te[9];
         var m31 = te[2], m32 = te[6], m33 = te[10];
 
         order = order || this._order;
 
         if ( order === 'XYZ' ) {
 
             this._y = Math.asin( clamp( m13 ) );
 
             if ( Math.abs( m13 ) < 0.99999 ) {
 
                 this._x = Math.atan2( - m23, m33 );
                 this._z = Math.atan2( - m12, m11 );
 
             } else {
 
                 this._x = Math.atan2( m32, m22 );
                 this._z = 0;
 
             }
 
         } else if ( order === 'YXZ' ) {
 
             this._x = Math.asin( - clamp( m23 ) );
 
             if ( Math.abs( m23 ) < 0.99999 ) {
 
                 this._y = Math.atan2( m13, m33 );
                 this._z = Math.atan2( m21, m22 );
 
             } else {
 
                 this._y = Math.atan2( - m31, m11 );
                 this._z = 0;
 
             }
 
         } else if ( order === 'ZXY' ) {
 
             this._x = Math.asin( clamp( m32 ) );
 
             if ( Math.abs( m32 ) < 0.99999 ) {
 
                 this._y = Math.atan2( - m31, m33 );
                 this._z = Math.atan2( - m12, m22 );
 
             } else {
 
                 this._y = 0;
                 this._z = Math.atan2( m21, m11 );
 
             }
 
         } else if ( order === 'ZYX' ) {
 
             this._y = Math.asin( - clamp( m31 ) );
 
             if ( Math.abs( m31 ) < 0.99999 ) {
 
                 this._x = Math.atan2( m32, m33 );
                 this._z = Math.atan2( m21, m11 );
 
             } else {
 
                 this._x = 0;
                 this._z = Math.atan2( - m12, m22 );
 
             }
 
         } else if ( order === 'YZX' ) {
 
             this._z = Math.asin( clamp( m21 ) );
 
             if ( Math.abs( m21 ) < 0.99999 ) {
 
                 this._x = Math.atan2( - m23, m22 );
                 this._y = Math.atan2( - m31, m11 );
 
             } else {
 
                 this._x = 0;
                 this._y = Math.atan2( m13, m33 );
 
             }
 
         } else if ( order === 'XZY' ) {
 
             this._z = Math.asin( - clamp( m12 ) );
 
             if ( Math.abs( m12 ) < 0.99999 ) {
 
                 this._x = Math.atan2( m32, m22 );
                 this._y = Math.atan2( m13, m11 );
 
             } else {
 
                 this._x = Math.atan2( - m23, m33 );
                 this._y = 0;
 
             }
 
         } else {
 
             console.warn( 'WARNING: Euler.setFromRotationMatrix() given unsupported order: ' + order )
 
         }
 
         this._order = order;
 
         this._updateQuaternion();
 
         return this;
 
     },
 
     setFromQuaternion: function ( q, order, update ) {
 
         // q is assumed to be normalized
 
         // clamp, to handle numerical problems
 
         function clamp( x ) {
 
             return Math.min( Math.max( x, -1 ), 1 );
 
         }
 
         // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
 
         var sqx = q.x * q.x;
         var sqy = q.y * q.y;
         var sqz = q.z * q.z;
         var sqw = q.w * q.w;
 
         order = order || this._order;
 
         if ( order === 'XYZ' ) {
 
             this._x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
             this._y = Math.asin(  clamp( 2 * ( q.x * q.z + q.y * q.w ) ) );
             this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
 
         } else if ( order ===  'YXZ' ) {
 
             this._x = Math.asin(  clamp( 2 * ( q.x * q.w - q.y * q.z ) ) );
             this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
             this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
 
         } else if ( order === 'ZXY' ) {
 
             this._x = Math.asin(  clamp( 2 * ( q.x * q.w + q.y * q.z ) ) );
             this._y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
             this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
 
         } else if ( order === 'ZYX' ) {
 
             this._x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
             this._y = Math.asin(  clamp( 2 * ( q.y * q.w - q.x * q.z ) ) );
             this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
 
         } else if ( order === 'YZX' ) {
 
             this._x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
             this._y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
             this._z = Math.asin(  clamp( 2 * ( q.x * q.y + q.z * q.w ) ) );
 
         } else if ( order === 'XZY' ) {
 
             this._x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
             this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
             this._z = Math.asin(  clamp( 2 * ( q.z * q.w - q.x * q.y ) ) );
 
         } else {
 
             console.warn( 'WARNING: Euler.setFromQuaternion() given unsupported order: ' + order )
 
         }
 
         this._order = order;
 
         if ( update !== false ) this._updateQuaternion();
 
         return this;
 
     },
 
     reorder: function () {
 
         // WARNING: this discards revolution information -bhouston
 
         var q = new THREE.Quaternion();
 
         return function ( newOrder ) {
 
             q.setFromEuler( this );
             this.setFromQuaternion( q, newOrder );
 
         };
 
 
     }(),
 
     fromArray: function ( array ) {
 
         this._x = array[ 0 ];
         this._y = array[ 1 ];
         this._z = array[ 2 ];
         if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
 
         this._updateQuaternion();
 
         return this;
 
     },
 
     toArray: function () {
 
         return [ this._x, this._y, this._z, this._order ];
 
     },
 
     equals: function ( euler ) {
 
         return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
 
     },
 
     clone: function () {
 
         return new THREE.Euler( this._x, this._y, this._z, this._order );
 
     }
 
 };
 
 /**
  * @author bhouston / http://exocortex.com
  */
 
 THREE.Line3 = function ( start, end ) {
 
     this.start = ( start !== undefined ) ? start : new THREE.Vector3();
     this.end = ( end !== undefined ) ? end : new THREE.Vector3();
 
 };
 
 THREE.Line3.prototype = {
 
     constructor: THREE.Line3,
 
     set: function ( start, end ) {
 
         this.start.copy( start );
         this.end.copy( end );
 
         return this;
 
     },
 
     copy: function ( line ) {
 
         this.start.copy( line.start );
         this.end.copy( line.end );
 
         return this;
 
     },
 
     center: function ( optionalTarget ) {
 
         var result = optionalTarget || new THREE.Vector3();
         return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
 
     },
 
     delta: function ( optionalTarget ) {
 
         var result = optionalTarget || new THREE.Vector3();
         return result.subVectors( this.end, this.start );
 
     },
 
     distanceSq: function () {
 
         return this.start.distanceToSquared( this.end );
 
     },
 
     distance: function () {
 
         return this.start.distanceTo( this.end );
 
     },
 
     at: function ( t, optionalTarget ) {
 
         var result = optionalTarget || new THREE.Vector3();
 
         return this.delta( result ).multiplyScalar( t ).add( this.start );
 
     },
 
     closestPointToPointParameter: function() {
 
         var startP = new THREE.Vector3();
         var startEnd = new THREE.Vector3();
 
         return function ( point, clampToLine ) {
 
             startP.subVectors( point, this.start );
             startEnd.subVectors( this.end, this.start );
 
             var startEnd2 = startEnd.dot( startEnd );
             var startEnd_startP = startEnd.dot( startP );
 
             var t = startEnd_startP / startEnd2;
 
             if ( clampToLine ) {
 
                 t = THREE.Math.clamp( t, 0, 1 );
 
             }
 
             return t;
 
         };
 
     }(),
 
     closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
 
         var t = this.closestPointToPointParameter( point, clampToLine );
 
         var result = optionalTarget || new THREE.Vector3();
 
         return this.delta( result ).multiplyScalar( t ).add( this.start );
 
     },
 
     applyMatrix4: function ( matrix ) {
 
         this.start.applyMatrix4( matrix );
         this.end.applyMatrix4( matrix );
 
         return this;
 
     },
 
     equals: function ( line ) {
 
         return line.start.equals( this.start ) && line.end.equals( this.end );
 
     },
 
     clone: function () {
 
         return new THREE.Line3().copy( this );
 
     }
 
 };
 
 /**
  * @author bhouston / http://exocortex.com
  */
 
 THREE.Box2 = function ( min, max ) {
 
     this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
     this.max = ( max !== undefined ) ? max : new THREE.Vector2( -Infinity, -Infinity );
 
 };
 
 THREE.Box2.prototype = {
 
     constructor: THREE.Box2,
 
     set: function ( min, max ) {
 
         this.min.copy( min );
         this.max.copy( max );
 
         return this;
 
     },
 
     setFromPoints: function ( points ) {
 
         if ( points.length > 0 ) {
 
             var point = points[ 0 ];
 
             this.min.copy( point );
             this.max.copy( point );
 
             for ( var i = 1, il = points.length; i < il; i ++ ) {
 
                 point = points[ i ];
 
                 if ( point.x < this.min.x ) {
 
                     this.min.x = point.x;
 
                 } else if ( point.x > this.max.x ) {
 
                     this.max.x = point.x;
 
                 }
 
                 if ( point.y < this.min.y ) {
 
                     this.min.y = point.y;
 
                 } else if ( point.y > this.max.y ) {
 
                     this.max.y = point.y;
 
                 }
 
             }
 
         } else {
 
             this.makeEmpty();
 
         }
 
         return this;
 
     },
 
     setFromCenterAndSize: function () {
 
         var v1 = new THREE.Vector2();
 
         return function ( center, size ) {
 
             var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
             this.min.copy( center ).sub( halfSize );
             this.max.copy( center ).add( halfSize );
 
             return this;
 
         };
 
     }(),
 
     copy: function ( box ) {
 
         this.min.copy( box.min );
         this.max.copy( box.max );
 
         return this;
 
     },
 
     makeEmpty: function () {
 
         this.min.x = this.min.y = Infinity;
         this.max.x = this.max.y = -Infinity;
 
         return this;
 
     },
 
     empty: function () {
 
         // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
 
         return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
 
     },
 
     center: function ( optionalTarget ) {
 
         var result = optionalTarget || new THREE.Vector2();
         return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
 
     },
 
     size: function ( optionalTarget ) {
 
         var result = optionalTarget || new THREE.Vector2();
         return result.subVectors( this.max, this.min );
 
     },
 
     expandByPoint: function ( point ) {
 
         this.min.min( point );
         this.max.max( point );
 
         return this;
     },
 
     expandByVector: function ( vector ) {
 
         this.min.sub( vector );
         this.max.add( vector );
 
         return this;
     },
 
     expandByScalar: function ( scalar ) {
 
         this.min.addScalar( -scalar );
         this.max.addScalar( scalar );
 
         return this;
     },
 
     containsPoint: function ( point ) {
 
         if ( point.x < this.min.x || point.x > this.max.x ||
              point.y < this.min.y || point.y > this.max.y ) {
 
             return false;
 
         }
 
         return true;
 
     },
 
     containsBox: function ( box ) {
 
         if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
              ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
 
             return true;
 
         }
 
         return false;
 
     },
 
     getParameter: function ( point ) {
 
         // This can potentially have a divide by zero if the box
         // has a size dimension of 0.
 
         return new THREE.Vector2(
             ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
             ( point.y - this.min.y ) / ( this.max.y - this.min.y )
         );
 
     },
 
     isIntersectionBox: function ( box ) {
 
         // using 6 splitting planes to rule out intersections.
 
         if ( box.max.x < this.min.x || box.min.x > this.max.x ||
              box.max.y < this.min.y || box.min.y > this.max.y ) {
 
             return false;
 
         }
 
         return true;
 
     },
 
     clampPoint: function ( point, optionalTarget ) {
 
         var result = optionalTarget || new THREE.Vector2();
         return result.copy( point ).clamp( this.min, this.max );
 
     },
 
     distanceToPoint: function () {
 
         var v1 = new THREE.Vector2();
 
         return function ( point ) {
 
             var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
             return clampedPoint.sub( point ).length();
 
         };
 
     }(),
 
     intersect: function ( box ) {
 
         this.min.max( box.min );
         this.max.min( box.max );
 
         return this;
 
     },
 
     union: function ( box ) {
 
         this.min.min( box.min );
         this.max.max( box.max );
 
         return this;
 
     },
 
     translate: function ( offset ) {
 
         this.min.add( offset );
         this.max.add( offset );
 
         return this;
 
     },
 
     equals: function ( box ) {
 
         return box.min.equals( this.min ) && box.max.equals( this.max );
 
     },
 
     clone: function () {
 
         return new THREE.Box2().copy( this );
 
     }
 
 };
 
 /**
  * @author bhouston / http://exocortex.com
  * @author WestLangley / http://github.com/WestLangley
  */
 
 THREE.Box3 = function ( min, max ) {
 
     this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
     this.max = ( max !== undefined ) ? max : new THREE.Vector3( -Infinity, -Infinity, -Infinity );
 
 };
 
 THREE.Box3.prototype = {
 
     constructor: THREE.Box3,
 
     set: function ( min, max ) {
 
         this.min.copy( min );
         this.max.copy( max );
 
         return this;
 
     },
 
     addPoint: function ( point ) {
 
         if ( point.x < this.min.x ) {
 
             this.min.x = point.x;
 
         } else if ( point.x > this.max.x ) {
 
             this.max.x = point.x;
 
         }
 
         if ( point.y < this.min.y ) {
 
             this.min.y = point.y;
 
         } else if ( point.y > this.max.y ) {
 
             this.max.y = point.y;
 
         }
 
         if ( point.z < this.min.z ) {
 
             this.min.z = point.z;
 
         } else if ( point.z > this.max.z ) {
 
             this.max.z = point.z;
 
         }
 
     },
 
     setFromPoints: function ( points ) {
 
         if ( points.length > 0 ) {
 
             var point = points[ 0 ];
 
             this.min.copy( point );
             this.max.copy( point );
 
             for ( var i = 1, il = points.length; i < il; i ++ ) {
 
                 this.addPoint( points[ i ] )
 
             }
 
         } else {
 
             this.makeEmpty();
 
         }
 
         return this;
 
     },
 
     setFromCenterAndSize: function() {
 
         var v1 = new THREE.Vector3();
 
         return function ( center, size ) {
 
             var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
 
             this.min.copy( center ).sub( halfSize );
             this.max.copy( center ).add( halfSize );
 
             return this;
 
         };
 
     }(),
 
     setFromObject: function() {
 
         // Computes the world-axis-aligned bounding box of an object (including its children),
         // accounting for both the object's, and childrens', world transforms
 
         var v1 = new THREE.Vector3();
 
         return function( object ) {
 
             var scope = this;
 
             object.updateMatrixWorld( true );
 
             this.makeEmpty();
 
             object.traverse( function ( node ) {
 
                 if ( node.geometry !== undefined && node.geometry.vertices !== undefined ) {
 
                     var vertices = node.geometry.vertices;
 
                     for ( var i = 0, il = vertices.length; i < il; i++ ) {
 
                         v1.copy( vertices[ i ] );
 
                         v1.applyMatrix4( node.matrixWorld );
 
                         scope.expandByPoint( v1 );
 
                     }
 
                 }
 
             } );
 
             return this;
 
         };
 
     }(),
 
     copy: function ( box ) {
 
         this.min.copy( box.min );
         this.max.copy( box.max );
 
         return this;
 
     },
 
     makeEmpty: function () {
 
         this.min.x = this.min.y = this.min.z = Infinity;
         this.max.x = this.max.y = this.max.z = -Infinity;
 
         return this;
 
     },
 
     empty: function () {
 
         // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
 
         return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
 
     },
 
     center: function ( optionalTarget ) {
 
         var result = optionalTarget || new THREE.Vector3();
         return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
 
     },
 
     size: function ( optionalTarget ) {
 
         var result = optionalTarget || new THREE.Vector3();
         return result.subVectors( this.max, this.min );
 
     },
 
     expandByPoint: function ( point ) {
 
         this.min.min( point );
         this.max.max( point );
 
         return this;
 
     },
 
     expandByVector: function ( vector ) {
 
         this.min.sub( vector );
         this.max.add( vector );
 
         return this;
 
     },
 
     expandByScalar: function ( scalar ) {
 
         this.min.addScalar( -scalar );
         this.max.addScalar( scalar );
 
         return this;
 
     },
 
     containsPoint: function ( point ) {
 
         if ( point.x < this.min.x || point.x > this.max.x ||
              point.y < this.min.y || point.y > this.max.y ||
              point.z < this.min.z || point.z > this.max.z ) {
 
             return false;
 
         }
 
         return true;
 
     },
 
     containsBox: function ( box ) {
 
         if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
              ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
              ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
 
             return true;
 
         }
 
         return false;
 
     },
 
     getParameter: function ( point ) {
 
         // This can potentially have a divide by zero if the box
         // has a size dimension of 0.
 
         return new THREE.Vector3(
             ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
             ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
             ( point.z - this.min.z ) / ( this.max.z - this.min.z )
         );
 
     },
 
     isIntersectionBox: function ( box ) {
 
         // using 6 splitting planes to rule out intersections.
 
         if ( box.max.x < this.min.x || box.min.x > this.max.x ||
              box.max.y < this.min.y || box.min.y > this.max.y ||
              box.max.z < this.min.z || box.min.z > this.max.z ) {
 
             return false;
 
         }
 
         return true;
 
     },
 
     clampPoint: function ( point, optionalTarget ) {
 
         var result = optionalTarget || new THREE.Vector3();
         return result.copy( point ).clamp( this.min, this.max );
 
     },
 
     distanceToPoint: function() {
 
         var v1 = new THREE.Vector3();
 
         return function ( point ) {
 
             var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
             return clampedPoint.sub( point ).length();
 
         };
 
     }(),
 
     getBoundingSphere: function() {
 
         var v1 = new THREE.Vector3();
 
         return function ( optionalTarget ) {
 
             var result = optionalTarget || new THREE.Sphere();
 
             result.center = this.center();
             result.radius = this.size( v1 ).length() * 0.5;
 
             return result;
 
         };
 
     }(),
 
     intersect: function ( box ) {
 
         this.min.max( box.min );
         this.max.min( box.max );
 
         return this;
 
     },
 
     union: function ( box ) {
 
         this.min.min( box.min );
         this.max.max( box.max );
 
         return this;
 
     },
 
     applyMatrix4: function() {
 
         var points = [
             new THREE.Vector3(),
             new THREE.Vector3(),
             new THREE.Vector3(),
             new THREE.Vector3(),
             new THREE.Vector3(),
             new THREE.Vector3(),
             new THREE.Vector3(),
             new THREE.Vector3()
         ];
 
         return function ( matrix ) {
 
             // NOTE: I am using a binary pattern to specify all 2^3 combinations below
             points[0].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
             points[1].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
             points[2].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
             points[3].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
             points[4].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
             points[5].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
             points[6].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
             points[7].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix );  // 111
 
             this.makeEmpty();
             this.setFromPoints( points );
 
             return this;
 
         };
 
     }(),
 
     translate: function ( offset ) {
 
         this.min.add( offset );
         this.max.add( offset );
 
         return this;
 
     },
 
     equals: function ( box ) {
 
         return box.min.equals( this.min ) && box.max.equals( this.max );
 
     },
 
     clone: function () {
 
         return new THREE.Box3().copy( this );
 
     }
 
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  * @author WestLangley / http://github.com/WestLangley
  * @author bhouston / http://exocortex.com
  */
 
 THREE.Matrix3 = function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
 
     this.elements = new Float32Array(9);
 
     this.set(
 
         ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0,
         n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0,
         n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1
 
     );
 };
 
 THREE.Matrix3.prototype = {
 
     constructor: THREE.Matrix3,
 
     set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
 
         var te = this.elements;
 
         te[0] = n11; te[3] = n12; te[6] = n13;
         te[1] = n21; te[4] = n22; te[7] = n23;
         te[2] = n31; te[5] = n32; te[8] = n33;
 
         return this;
 
     },
 
     identity: function () {
 
         this.set(
 
             1, 0, 0,
             0, 1, 0,
             0, 0, 1
 
         );
 
         return this;
 
     },
 
     copy: function ( m ) {
 
         var me = m.elements;
 
         this.set(
 
             me[0], me[3], me[6],
             me[1], me[4], me[7],
             me[2], me[5], me[8]
 
         );
 
         return this;
 
     },
 
     multiplyVector3: function ( vector ) {
 
         console.warn( 'DEPRECATED: Matrix3\'s .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
         return vector.applyMatrix3( this );
 
     },
 
     multiplyVector3Array: function() {
 
         var v1 = new THREE.Vector3();
 
         return function ( a ) {
 
             for ( var i = 0, il = a.length; i < il; i += 3 ) {
 
                 v1.x = a[ i ];
                 v1.y = a[ i + 1 ];
                 v1.z = a[ i + 2 ];
 
                 v1.applyMatrix3(this);
 
                 a[ i ]     = v1.x;
                 a[ i + 1 ] = v1.y;
                 a[ i + 2 ] = v1.z;
 
             }
 
             return a;
 
         };
 
     }(),
 
     multiplyScalar: function ( s ) {
 
         var te = this.elements;
 
         te[0] *= s; te[3] *= s; te[6] *= s;
         te[1] *= s; te[4] *= s; te[7] *= s;
         te[2] *= s; te[5] *= s; te[8] *= s;
 
         return this;
 
     },
 
     determinant: function () {
 
         var te = this.elements;
 
         var a = te[0], b = te[1], c = te[2],
             d = te[3], e = te[4], f = te[5],
             g = te[6], h = te[7], i = te[8];
 
         return a*e*i - a*f*h - b*d*i + b*f*g + c*d*h - c*e*g;
 
     },
 
     getInverse: function ( matrix, throwOnInvertible ) {
 
         // input: THREE.Matrix4
         // ( based on http://code.google.com/p/webgl-mjs/ )
 
         var me = matrix.elements;
         var te = this.elements;
 
         te[ 0 ] =   me[10] * me[5] - me[6] * me[9];
         te[ 1 ] = - me[10] * me[1] + me[2] * me[9];
         te[ 2 ] =   me[6] * me[1] - me[2] * me[5];
         te[ 3 ] = - me[10] * me[4] + me[6] * me[8];
         te[ 4 ] =   me[10] * me[0] - me[2] * me[8];
         te[ 5 ] = - me[6] * me[0] + me[2] * me[4];
         te[ 6 ] =   me[9] * me[4] - me[5] * me[8];
         te[ 7 ] = - me[9] * me[0] + me[1] * me[8];
         te[ 8 ] =   me[5] * me[0] - me[1] * me[4];
 
         var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
 
         // no inverse
 
         if ( det === 0 ) {
 
             var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
 
             if ( throwOnInvertible || false ) {
 
                 throw new Error( msg ); 
 
             } else {
 
                 console.warn( msg );
 
             }
 
             this.identity();
 
             return this;
 
         }
 
         this.multiplyScalar( 1.0 / det );
 
         return this;
 
     },
 
     transpose: function () {
 
         var tmp, m = this.elements;
 
         tmp = m[1]; m[1] = m[3]; m[3] = tmp;
         tmp = m[2]; m[2] = m[6]; m[6] = tmp;
         tmp = m[5]; m[5] = m[7]; m[7] = tmp;
 
         return this;
 
     },
 
     getNormalMatrix: function ( m ) {
 
         // input: THREE.Matrix4
 
         this.getInverse( m ).transpose();
 
         return this;
 
     },
 
     transposeIntoArray: function ( r ) {
 
         var m = this.elements;
 
         r[ 0 ] = m[ 0 ];
         r[ 1 ] = m[ 3 ];
         r[ 2 ] = m[ 6 ];
         r[ 3 ] = m[ 1 ];
         r[ 4 ] = m[ 4 ];
         r[ 5 ] = m[ 7 ];
         r[ 6 ] = m[ 2 ];
         r[ 7 ] = m[ 5 ];
         r[ 8 ] = m[ 8 ];
 
         return this;
 
     },
 
     clone: function () {
 
         var te = this.elements;
 
         return new THREE.Matrix3(
 
             te[0], te[3], te[6],
             te[1], te[4], te[7],
             te[2], te[5], te[8]
 
         );
 
     }
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author supereggbert / http://www.paulbrunt.co.uk/
  * @author philogb / http://blog.thejit.org/
  * @author jordi_ros / http://plattsoft.com
  * @author D1plo1d / http://github.com/D1plo1d
  * @author alteredq / http://alteredqualia.com/
  * @author mikael emtinger / http://gomo.se/
  * @author timknip / http://www.floorplanner.com/
  * @author bhouston / http://exocortex.com
  * @author WestLangley / http://github.com/WestLangley
  */
 
 
 THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
 
     this.elements = new Float32Array( 16 );
 
     // TODO: if n11 is undefined, then just set to identity, otherwise copy all other values into matrix
     //   we should not support semi specification of Matrix4, it is just weird.
 
     var te = this.elements;
 
     te[0] = ( n11 !== undefined ) ? n11 : 1; te[4] = n12 || 0; te[8] = n13 || 0; te[12] = n14 || 0;
     te[1] = n21 || 0; te[5] = ( n22 !== undefined ) ? n22 : 1; te[9] = n23 || 0; te[13] = n24 || 0;
     te[2] = n31 || 0; te[6] = n32 || 0; te[10] = ( n33 !== undefined ) ? n33 : 1; te[14] = n34 || 0;
     te[3] = n41 || 0; te[7] = n42 || 0; te[11] = n43 || 0; te[15] = ( n44 !== undefined ) ? n44 : 1;
 
 };
 
 THREE.Matrix4.prototype = {
 
     constructor: THREE.Matrix4,
 
     set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
 
         var te = this.elements;
 
         te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
         te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
         te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
         te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
 
         return this;
 
     },
 
     identity: function () {
 
         this.set(
 
             1, 0, 0, 0,
             0, 1, 0, 0,
             0, 0, 1, 0,
             0, 0, 0, 1
 
         );
 
         return this;
 
     },
 
     copy: function ( m ) {
 
         this.elements.set( m.elements );
 
         return this;
 
     },
 
     extractPosition: function ( m ) {
 
         console.warn( 'DEPRECATED: Matrix4\'s .extractPosition() has been renamed to .copyPosition().' );
         return this.copyPosition( m );
 
     },
 
     copyPosition: function ( m ) {
 
         var te = this.elements;
         var me = m.elements;
 
         te[12] = me[12];
         te[13] = me[13];
         te[14] = me[14];
 
         return this;
 
     },
 
     extractRotation: function () {
 
         var v1 = new THREE.Vector3();
 
         return function ( m ) {
 
             var te = this.elements;
             var me = m.elements;
 
             var scaleX = 1 / v1.set( me[0], me[1], me[2] ).length();
             var scaleY = 1 / v1.set( me[4], me[5], me[6] ).length();
             var scaleZ = 1 / v1.set( me[8], me[9], me[10] ).length();
 
             te[0] = me[0] * scaleX;
             te[1] = me[1] * scaleX;
             te[2] = me[2] * scaleX;
 
             te[4] = me[4] * scaleY;
             te[5] = me[5] * scaleY;
             te[6] = me[6] * scaleY;
 
             te[8] = me[8] * scaleZ;
             te[9] = me[9] * scaleZ;
             te[10] = me[10] * scaleZ;
 
             return this;
 
         };
 
     }(),
 
     makeRotationFromEuler: function ( euler ) {
 
         if ( euler instanceof THREE.Euler === false ) {
 
             console.error( 'ERROR: Matrix\'s .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.  Please update your code.' );
 
         }
 
         var te = this.elements;
 
         var x = euler.x, y = euler.y, z = euler.z;
         var a = Math.cos( x ), b = Math.sin( x );
         var c = Math.cos( y ), d = Math.sin( y );
         var e = Math.cos( z ), f = Math.sin( z );
 
         if ( euler.order === 'XYZ' ) {
 
             var ae = a * e, af = a * f, be = b * e, bf = b * f;
 
             te[0] = c * e;
             te[4] = - c * f;
             te[8] = d;
 
             te[1] = af + be * d;
             te[5] = ae - bf * d;
             te[9] = - b * c;
 
             te[2] = bf - ae * d;
             te[6] = be + af * d;
             te[10] = a * c;
 
         } else if ( euler.order === 'YXZ' ) {
 
             var ce = c * e, cf = c * f, de = d * e, df = d * f;
 
             te[0] = ce + df * b;
             te[4] = de * b - cf;
             te[8] = a * d;
 
             te[1] = a * f;
             te[5] = a * e;
             te[9] = - b;
 
             te[2] = cf * b - de;
             te[6] = df + ce * b;
             te[10] = a * c;
 
         } else if ( euler.order === 'ZXY' ) {
 
             var ce = c * e, cf = c * f, de = d * e, df = d * f;
 
             te[0] = ce - df * b;
             te[4] = - a * f;
             te[8] = de + cf * b;
 
             te[1] = cf + de * b;
             te[5] = a * e;
             te[9] = df - ce * b;
 
             te[2] = - a * d;
             te[6] = b;
             te[10] = a * c;
 
         } else if ( euler.order === 'ZYX' ) {
 
             var ae = a * e, af = a * f, be = b * e, bf = b * f;
 
             te[0] = c * e;
             te[4] = be * d - af;
             te[8] = ae * d + bf;
 
             te[1] = c * f;
             te[5] = bf * d + ae;
             te[9] = af * d - be;
 
             te[2] = - d;
             te[6] = b * c;
             te[10] = a * c;
 
         } else if ( euler.order === 'YZX' ) {
 
             var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
 
             te[0] = c * e;
             te[4] = bd - ac * f;
             te[8] = bc * f + ad;
 
             te[1] = f;
             te[5] = a * e;
             te[9] = - b * e;
 
             te[2] = - d * e;
             te[6] = ad * f + bc;
             te[10] = ac - bd * f;
 
         } else if ( euler.order === 'XZY' ) {
 
             var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
 
             te[0] = c * e;
             te[4] = - f;
             te[8] = d * e;
 
             te[1] = ac * f + bd;
             te[5] = a * e;
             te[9] = ad * f - bc;
 
             te[2] = bc * f - ad;
             te[6] = b * e;
             te[10] = bd * f + ac;
 
         }
 
         // last column
         te[3] = 0;
         te[7] = 0;
         te[11] = 0;
 
         // bottom row
         te[12] = 0;
         te[13] = 0;
         te[14] = 0;
         te[15] = 1;
 
         return this;
 
     },
 
     setRotationFromQuaternion: function ( q ) {
 
         console.warn( 'DEPRECATED: Matrix4\'s .setRotationFromQuaternion() has been deprecated in favor of makeRotationFromQuaternion.  Please update your code.' );
 
         return this.makeRotationFromQuaternion( q );
 
     },
 
     makeRotationFromQuaternion: function ( q ) {
 
         var te = this.elements;
 
         var x = q.x, y = q.y, z = q.z, w = q.w;
         var x2 = x + x, y2 = y + y, z2 = z + z;
         var xx = x * x2, xy = x * y2, xz = x * z2;
         var yy = y * y2, yz = y * z2, zz = z * z2;
         var wx = w * x2, wy = w * y2, wz = w * z2;
 
         te[0] = 1 - ( yy + zz );
         te[4] = xy - wz;
         te[8] = xz + wy;
 
         te[1] = xy + wz;
         te[5] = 1 - ( xx + zz );
         te[9] = yz - wx;
 
         te[2] = xz - wy;
         te[6] = yz + wx;
         te[10] = 1 - ( xx + yy );
 
         // last column
         te[3] = 0;
         te[7] = 0;
         te[11] = 0;
 
         // bottom row
         te[12] = 0;
         te[13] = 0;
         te[14] = 0;
         te[15] = 1;
 
         return this;
 
     },
 
     lookAt: function() {
 
         var x = new THREE.Vector3();
         var y = new THREE.Vector3();
         var z = new THREE.Vector3();
 
         return function ( eye, target, up ) {
 
             var te = this.elements;
 
             z.subVectors( eye, target ).normalize();
 
             if ( z.length() === 0 ) {
 
                 z.z = 1;
 
             }
 
             x.crossVectors( up, z ).normalize();
 
             if ( x.length() === 0 ) {
 
                 z.x += 0.0001;
                 x.crossVectors( up, z ).normalize();
 
             }
 
             y.crossVectors( z, x );
 
 
             te[0] = x.x; te[4] = y.x; te[8] = z.x;
             te[1] = x.y; te[5] = y.y; te[9] = z.y;
             te[2] = x.z; te[6] = y.z; te[10] = z.z;
 
             return this;
 
         };
 
     }(),
 
     multiply: function ( m, n ) {
 
         if ( n !== undefined ) {
 
             console.warn( 'DEPRECATED: Matrix4\'s .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
             return this.multiplyMatrices( m, n );
 
         }
 
         return this.multiplyMatrices( this, m );
 
     },
 
     multiplyMatrices: function ( a, b ) {
 
         var ae = a.elements;
         var be = b.elements;
         var te = this.elements;
 
         var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
         var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
         var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
         var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
 
         var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
         var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
         var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
         var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
 
         te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
         te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
         te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
         te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
 
         te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
         te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
         te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
         te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
 
         te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
         te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
         te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
         te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
 
         te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
         te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
         te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
         te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
 
         return this;
 
     },
 
     multiplyToArray: function ( a, b, r ) {
 
         var te = this.elements;
 
         this.multiplyMatrices( a, b );
 
         r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
         r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
         r[ 8 ]  = te[8]; r[ 9 ]  = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
         r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
 
         return this;
 
     },
 
     multiplyScalar: function ( s ) {
 
         var te = this.elements;
 
         te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
         te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
         te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
         te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
 
         return this;
 
     },
 
     multiplyVector3: function ( vector ) {
 
         console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
         return vector.applyProjection( this );
 
     },
 
     multiplyVector4: function ( vector ) {
 
         console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
         return vector.applyMatrix4( this );
 
     },
 
     multiplyVector3Array: function() {
 
         var v1 = new THREE.Vector3();
 
         return function ( a ) {
 
             for ( var i = 0, il = a.length; i < il; i += 3 ) {
 
                 v1.x = a[ i ];
                 v1.y = a[ i + 1 ];
                 v1.z = a[ i + 2 ];
 
                 v1.applyProjection( this );
 
                 a[ i ]     = v1.x;
                 a[ i + 1 ] = v1.y;
                 a[ i + 2 ] = v1.z;
 
             }
 
             return a;
 
         };
 
     }(),
 
     rotateAxis: function ( v ) {
 
         console.warn( 'DEPRECATED: Matrix4\'s .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
 
         v.transformDirection( this );
 
     },
 
     crossVector: function ( vector ) {
 
         console.warn( 'DEPRECATED: Matrix4\'s .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
         return vector.applyMatrix4( this );
 
     },
 
     determinant: function () {
 
         var te = this.elements;
 
         var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
         var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
         var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
         var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
 
         //TODO: make this more efficient
         //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
 
         return (
             n41 * (
                 +n14 * n23 * n32
                 -n13 * n24 * n32
                 -n14 * n22 * n33
                 +n12 * n24 * n33
                 +n13 * n22 * n34
                 -n12 * n23 * n34
             ) +
             n42 * (
                 +n11 * n23 * n34
                 -n11 * n24 * n33
                 +n14 * n21 * n33
                 -n13 * n21 * n34
                 +n13 * n24 * n31
                 -n14 * n23 * n31
             ) +
             n43 * (
                 +n11 * n24 * n32
                 -n11 * n22 * n34
                 -n14 * n21 * n32
                 +n12 * n21 * n34
                 +n14 * n22 * n31
                 -n12 * n24 * n31
             ) +
             n44 * (
                 -n13 * n22 * n31
                 -n11 * n23 * n32
                 +n11 * n22 * n33
                 +n13 * n21 * n32
                 -n12 * n21 * n33
                 +n12 * n23 * n31
             )
 
         );
 
     },
 
     transpose: function () {
 
         var te = this.elements;
         var tmp;
 
         tmp = te[1]; te[1] = te[4]; te[4] = tmp;
         tmp = te[2]; te[2] = te[8]; te[8] = tmp;
         tmp = te[6]; te[6] = te[9]; te[9] = tmp;
 
         tmp = te[3]; te[3] = te[12]; te[12] = tmp;
         tmp = te[7]; te[7] = te[13]; te[13] = tmp;
         tmp = te[11]; te[11] = te[14]; te[14] = tmp;
 
         return this;
 
     },
 
     flattenToArray: function ( flat ) {
 
         var te = this.elements;
         flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
         flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
         flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
         flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
 
         return flat;
 
     },
 
     flattenToArrayOffset: function( flat, offset ) {
 
         var te = this.elements;
         flat[ offset ] = te[0];
         flat[ offset + 1 ] = te[1];
         flat[ offset + 2 ] = te[2];
         flat[ offset + 3 ] = te[3];
 
         flat[ offset + 4 ] = te[4];
         flat[ offset + 5 ] = te[5];
         flat[ offset + 6 ] = te[6];
         flat[ offset + 7 ] = te[7];
 
         flat[ offset + 8 ]  = te[8];
         flat[ offset + 9 ]  = te[9];
         flat[ offset + 10 ] = te[10];
         flat[ offset + 11 ] = te[11];
 
         flat[ offset + 12 ] = te[12];
         flat[ offset + 13 ] = te[13];
         flat[ offset + 14 ] = te[14];
         flat[ offset + 15 ] = te[15];
 
         return flat;
 
     },
 
     getPosition: function() {
 
         var v1 = new THREE.Vector3();
 
         return function () {
 
             console.warn( 'DEPRECATED: Matrix4\'s .getPosition() has been removed. Use Vector3.getPositionFromMatrix( matrix ) instead.' );
 
             var te = this.elements;
             return v1.set( te[12], te[13], te[14] );
 
         };
 
     }(),
 
     setPosition: function ( v ) {
 
         var te = this.elements;
 
         te[12] = v.x;
         te[13] = v.y;
         te[14] = v.z;
 
         return this;
 
     },
 
     getInverse: function ( m, throwOnInvertible ) {
 
         // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
         var te = this.elements;
         var me = m.elements;
 
         var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
         var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
         var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
         var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
 
         te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
         te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
         te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
         te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
         te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
         te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
         te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
         te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
         te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
         te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
         te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
         te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
         te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
         te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
         te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
         te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
 
         var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
 
         if ( det == 0 ) {
 
             var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
 
             if ( throwOnInvertible || false ) {
 
                 throw new Error( msg ); 
 
             } else {
 
                 console.warn( msg );
 
             }
 
             this.identity();
 
             return this;
         }
 
         this.multiplyScalar( 1 / det );
 
         return this;
 
     },
 
     translate: function ( v ) {
 
         console.warn( 'DEPRECATED: Matrix4\'s .translate() has been removed.');
 
     },
 
     rotateX: function ( angle ) {
 
         console.warn( 'DEPRECATED: Matrix4\'s .rotateX() has been removed.');
 
     },
 
     rotateY: function ( angle ) {
 
         console.warn( 'DEPRECATED: Matrix4\'s .rotateY() has been removed.');
 
     },
 
     rotateZ: function ( angle ) {
 
         console.warn( 'DEPRECATED: Matrix4\'s .rotateZ() has been removed.');
 
     },
 
     rotateByAxis: function ( axis, angle ) {
 
         console.warn( 'DEPRECATED: Matrix4\'s .rotateByAxis() has been removed.');
 
     },
 
     scale: function ( v ) {
 
         var te = this.elements;
         var x = v.x, y = v.y, z = v.z;
 
         te[0] *= x; te[4] *= y; te[8] *= z;
         te[1] *= x; te[5] *= y; te[9] *= z;
         te[2] *= x; te[6] *= y; te[10] *= z;
         te[3] *= x; te[7] *= y; te[11] *= z;
 
         return this;
 
     },
 
     getMaxScaleOnAxis: function () {
 
         var te = this.elements;
 
         var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
         var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
         var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
 
         return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
 
     },
 
     makeTranslation: function ( x, y, z ) {
 
         this.set(
 
             1, 0, 0, x,
             0, 1, 0, y,
             0, 0, 1, z,
             0, 0, 0, 1
 
         );
 
         return this;
 
     },
 
     makeRotationX: function ( theta ) {
 
         var c = Math.cos( theta ), s = Math.sin( theta );
 
         this.set(
 
             1, 0,  0, 0,
             0, c, -s, 0,
             0, s,  c, 0,
             0, 0,  0, 1
 
         );
 
         return this;
 
     },
 
     makeRotationY: function ( theta ) {
 
         var c = Math.cos( theta ), s = Math.sin( theta );
 
         this.set(
 
              c, 0, s, 0,
              0, 1, 0, 0,
             -s, 0, c, 0,
              0, 0, 0, 1
 
         );
 
         return this;
 
     },
 
     makeRotationZ: function ( theta ) {
 
         var c = Math.cos( theta ), s = Math.sin( theta );
 
         this.set(
 
             c, -s, 0, 0,
             s,  c, 0, 0,
             0,  0, 1, 0,
             0,  0, 0, 1
 
         );
 
         return this;
 
     },
 
     makeRotationAxis: function ( axis, angle ) {
 
         // Based on http://www.gamedev.net/reference/articles/article1199.asp
 
         var c = Math.cos( angle );
         var s = Math.sin( angle );
         var t = 1 - c;
         var x = axis.x, y = axis.y, z = axis.z;
         var tx = t * x, ty = t * y;
 
         this.set(
 
             tx * x + c, tx * y - s * z, tx * z + s * y, 0,
             tx * y + s * z, ty * y + c, ty * z - s * x, 0,
             tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
             0, 0, 0, 1
 
         );
 
          return this;
 
     },
 
     makeScale: function ( x, y, z ) {
 
         this.set(
 
             x, 0, 0, 0,
             0, y, 0, 0,
             0, 0, z, 0,
             0, 0, 0, 1
 
         );
 
         return this;
 
     },
 
     compose: function ( position, quaternion, scale ) {
 
         this.makeRotationFromQuaternion( quaternion );
         this.scale( scale );
         this.setPosition( position );
 
         return this;
 
     },
 
     decompose: function () {
 
         var vector = new THREE.Vector3();
         var matrix = new THREE.Matrix4();
 
         return function ( position, quaternion, scale ) {
 
             var te = this.elements;
 
             var sx = vector.set( te[0], te[1], te[2] ).length();
             var sy = vector.set( te[4], te[5], te[6] ).length();
             var sz = vector.set( te[8], te[9], te[10] ).length();
 
             position.x = te[12];
             position.y = te[13];
             position.z = te[14];
 
             // scale the rotation part
 
             matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
 
             var invSX = 1 / sx;
             var invSY = 1 / sy;
             var invSZ = 1 / sz;
 
             matrix.elements[0] *= invSX;
             matrix.elements[1] *= invSX;
             matrix.elements[2] *= invSX;
 
             matrix.elements[4] *= invSY;
             matrix.elements[5] *= invSY;
             matrix.elements[6] *= invSY;
 
             matrix.elements[8] *= invSZ;
             matrix.elements[9] *= invSZ;
             matrix.elements[10] *= invSZ;
 
             quaternion.setFromRotationMatrix( matrix );
 
             scale.x = sx;
             scale.y = sy;
             scale.z = sz;
 
             return this;
 
         };
 
     }(),
 
     makeFrustum: function ( left, right, bottom, top, near, far ) {
 
         var te = this.elements;
         var x = 2 * near / ( right - left );
         var y = 2 * near / ( top - bottom );
 
         var a = ( right + left ) / ( right - left );
         var b = ( top + bottom ) / ( top - bottom );
         var c = - ( far + near ) / ( far - near );
         var d = - 2 * far * near / ( far - near );
 
         te[0] = x;	te[4] = 0;	te[8] = a;	te[12] = 0;
         te[1] = 0;	te[5] = y;	te[9] = b;	te[13] = 0;
         te[2] = 0;	te[6] = 0;	te[10] = c;	te[14] = d;
         te[3] = 0;	te[7] = 0;	te[11] = - 1;	te[15] = 0;
 
         return this;
 
     },
 
     makePerspective: function ( fov, aspect, near, far ) {
 
         var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
         var ymin = - ymax;
         var xmin = ymin * aspect;
         var xmax = ymax * aspect;
 
         return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
 
     },
 
     makeOrthographic: function ( left, right, top, bottom, near, far ) {
 
         var te = this.elements;
         var w = right - left;
         var h = top - bottom;
         var p = far - near;
 
         var x = ( right + left ) / w;
         var y = ( top + bottom ) / h;
         var z = ( far + near ) / p;
 
         te[0] = 2 / w;	te[4] = 0;	te[8] = 0;	te[12] = -x;
         te[1] = 0;	te[5] = 2 / h;	te[9] = 0;	te[13] = -y;
         te[2] = 0;	te[6] = 0;	te[10] = -2/p;	te[14] = -z;
         te[3] = 0;	te[7] = 0;	te[11] = 0;	te[15] = 1;
 
         return this;
 
     },
 
     fromArray: function ( array ) {
 
         this.elements.set( array );
 
         return this;
 
     },
 
     toArray: function () {
 
         var te = this.elements;
 
         return [
             te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
             te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
             te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
             te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
         ];
 
     },
 
     clone: function () {
 
         var te = this.elements;
 
         return new THREE.Matrix4(
 
             te[0], te[4], te[8], te[12],
             te[1], te[5], te[9], te[13],
             te[2], te[6], te[10], te[14],
             te[3], te[7], te[11], te[15]
 
         );
 
     }
 
 };
 
 /**
  * @author bhouston / http://exocortex.com
  */
 
 THREE.Ray = function ( origin, direction ) {
 
     this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
     this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
 
 };
 
 THREE.Ray.prototype = {
 
     constructor: THREE.Ray,
 
     set: function ( origin, direction ) {
 
         this.origin.copy( origin );
         this.direction.copy( direction );
 
         return this;
 
     },
 
     copy: function ( ray ) {
 
         this.origin.copy( ray.origin );
         this.direction.copy( ray.direction );
 
         return this;
 
     },
 
     at: function ( t, optionalTarget ) {
 
         var result = optionalTarget || new THREE.Vector3();
 
         return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
 
     },
 
     recast: function () {
 
         var v1 = new THREE.Vector3();
 
         return function ( t ) {
 
             this.origin.copy( this.at( t, v1 ) );
 
             return this;
 
         };
 
     }(),
 
     closestPointToPoint: function ( point, optionalTarget ) {
 
         var result = optionalTarget || new THREE.Vector3();
         result.subVectors( point, this.origin );
         var directionDistance = result.dot( this.direction );
 
         if ( directionDistance < 0 ) {
 
             return result.copy( this.origin );
 
         }
 
         return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
 
     },
 
     distanceToPoint: function () {
 
         var v1 = new THREE.Vector3();
 
         return function ( point ) {
 
             var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
 
             // point behind the ray
 
             if ( directionDistance < 0 ) {
 
                 return this.origin.distanceTo( point );
 
             }
 
             v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
 
             return v1.distanceTo( point );
 
         };
 
     }(),
 
     distanceSqToSegment: function( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
 
         // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
         // It returns the min distance between the ray and the segment
         // defined by v0 and v1
         // It can also set two optional targets :
         // - The closest point on the ray
         // - The closest point on the segment
 
         var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
         var segDir = v1.clone().sub( v0 ).normalize();
         var segExtent = v0.distanceTo( v1 ) * 0.5;
         var diff = this.origin.clone().sub( segCenter );
         var a01 = - this.direction.dot( segDir );
         var b0 = diff.dot( this.direction );
         var b1 = - diff.dot( segDir );
         var c = diff.lengthSq();
         var det = Math.abs( 1 - a01 * a01 );
         var s0, s1, sqrDist, extDet;
 
         if ( det >= 0 ) {
 
             // The ray and segment are not parallel.
 
             s0 = a01 * b1 - b0;
             s1 = a01 * b0 - b1;
             extDet = segExtent * det;
 
             if ( s0 >= 0 ) {
 
                 if ( s1 >= - extDet ) {
 
                     if ( s1 <= extDet ) {
 
                         // region 0
                         // Minimum at interior points of ray and segment.
 
                         var invDet = 1 / det;
                         s0 *= invDet;
                         s1 *= invDet;
                         sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
 
                     } else {
 
                         // region 1
 
                         s1 = segExtent;
                         s0 = Math.max( 0, - ( a01 * s1 + b0) );
                         sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
 
                     }
 
                 } else {
 
                     // region 5
 
                     s1 = - segExtent;
                     s0 = Math.max( 0, - ( a01 * s1 + b0) );
                     sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
 
                 }
 
             } else {
 
                 if ( s1 <= - extDet) {
 
                     // region 4
 
                     s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
                     s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
                     sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
 
                 } else if ( s1 <= extDet ) {
 
                     // region 3
 
                     s0 = 0;
                     s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
                     sqrDist = s1 * ( s1 + 2 * b1 ) + c;
 
                 } else {
 
                     // region 2
 
                     s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
                     s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
                     sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
 
                 }
 
             }
 
         } else {
 
             // Ray and segment are parallel.
 
             s1 = ( a01 > 0 ) ? - segExtent : segExtent;
             s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
             sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
 
         }
 
         if ( optionalPointOnRay ) {
 
             optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) );
 
         }
 
         if ( optionalPointOnSegment ) {
 
             optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );
 
         }
 
         return sqrDist;
 
     },
 
     isIntersectionSphere: function ( sphere ) {
 
         return this.distanceToPoint( sphere.center ) <= sphere.radius;
 
     },
 
     isIntersectionPlane: function ( plane ) {
 
         // check if the ray lies on the plane first
 
         var distToPoint = plane.distanceToPoint( this.origin );
 
         if ( distToPoint === 0 ) {
 
             return true;
 
         }
 
         var denominator = plane.normal.dot( this.direction );
 
         if ( denominator * distToPoint < 0 ) {
 
             return true
 
         }
 
         // ray origin is behind the plane (and is pointing behind it)
 
         return false;
 
     },
 
     distanceToPlane: function ( plane ) {
 
         var denominator = plane.normal.dot( this.direction );
         if ( denominator == 0 ) {
 
             // line is coplanar, return origin
             if( plane.distanceToPoint( this.origin ) == 0 ) {
 
                 return 0;
 
             }
 
             // Null is preferable to undefined since undefined means.... it is undefined
 
             return null;
 
         }
 
         var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
 
         // Return if the ray never intersects the plane
 
         return t >= 0 ? t :  null;
 
     },
 
     intersectPlane: function ( plane, optionalTarget ) {
 
         var t = this.distanceToPlane( plane );
 
         if ( t === null ) {
 
             return null;
         }
 
         return this.at( t, optionalTarget );
 
     },
 
     isIntersectionBox: function () {
         
         var v = new THREE.Vector3();
 
         return function ( box ) {
 
             return this.intersectBox( box, v ) !== null;
 
         }
 
     }(),
 
     intersectBox: function ( box , optionalTarget ) {
 
         // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
 
         var tmin,tmax,tymin,tymax,tzmin,tzmax;
 
         var invdirx = 1/this.direction.x,
             invdiry = 1/this.direction.y,
             invdirz = 1/this.direction.z;
 
         var origin = this.origin;
 
         if (invdirx >= 0) {
                 
             tmin = (box.min.x - origin.x) * invdirx;
             tmax = (box.max.x - origin.x) * invdirx;
 
         } else { 
 
             tmin = (box.max.x - origin.x) * invdirx;
             tmax = (box.min.x - origin.x) * invdirx;
         }			
 
         if (invdiry >= 0) {
         
             tymin = (box.min.y - origin.y) * invdiry;
             tymax = (box.max.y - origin.y) * invdiry;
 
         } else {
 
             tymin = (box.max.y - origin.y) * invdiry;
             tymax = (box.min.y - origin.y) * invdiry;
         }
 
         if ((tmin > tymax) || (tymin > tmax)) return null;
 
         // These lines also handle the case where tmin or tmax is NaN
         // (result of 0 * Infinity). x !== x returns true if x is NaN
         
         if (tymin > tmin || tmin !== tmin ) tmin = tymin;
 
         if (tymax < tmax || tmax !== tmax ) tmax = tymax;
 
         if (invdirz >= 0) {
         
             tzmin = (box.min.z - origin.z) * invdirz;
             tzmax = (box.max.z - origin.z) * invdirz;
 
         } else {
 
             tzmin = (box.max.z - origin.z) * invdirz;
             tzmax = (box.min.z - origin.z) * invdirz;
         }
 
         if ((tmin > tzmax) || (tzmin > tmax)) return null;
 
         if (tzmin > tmin || tmin !== tmin ) tmin = tzmin;
 
         if (tzmax < tmax || tmax !== tmax ) tmax = tzmax;
 
         //return point closest to the ray (positive side)
 
         if ( tmax < 0 ) return null;
 
         return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
 
     },
 
     intersectTriangle: function() {
 
         // Compute the offset origin, edges, and normal.
         var diff = new THREE.Vector3();
         var edge1 = new THREE.Vector3();
         var edge2 = new THREE.Vector3();
         var normal = new THREE.Vector3();
 
         return function ( a, b, c, backfaceCulling, optionalTarget ) {
 
             // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
 
             edge1.subVectors( b, a );
             edge2.subVectors( c, a );
             normal.crossVectors( edge1, edge2 );
 
             // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
             // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
             //   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
             //   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
             //   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
             var DdN = this.direction.dot( normal );
             var sign;
 
             if ( DdN > 0 ) {
 
                 if ( backfaceCulling ) return null;
                 sign = 1;
 
             } else if ( DdN < 0 ) {
 
                 sign = - 1;
                 DdN = - DdN;
 
             } else {
 
                 return null;
 
             }
 
             diff.subVectors( this.origin, a );
             var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
 
             // b1 < 0, no intersection
             if ( DdQxE2 < 0 ) {
 
                 return null;
 
             }
 
             var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
 
             // b2 < 0, no intersection
             if ( DdE1xQ < 0 ) {
 
                 return null;
 
             }
 
             // b1+b2 > 1, no intersection
             if ( DdQxE2 + DdE1xQ > DdN ) {
 
                 return null;
 
             }
 
             // Line intersects triangle, check if ray does.
             var QdN = - sign * diff.dot( normal );
 
             // t < 0, no intersection
             if ( QdN < 0 ) {
 
                 return null;
 
             }
 
             // Ray intersects triangle.
             return this.at( QdN / DdN, optionalTarget );
     
         }
     
     }(),
 
     applyMatrix4: function ( matrix4 ) {
 
         this.direction.add( this.origin ).applyMatrix4( matrix4 );
         this.origin.applyMatrix4( matrix4 );
         this.direction.sub( this.origin );
         this.direction.normalize();
 
         return this;
     },
 
     equals: function ( ray ) {
 
         return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
 
     },
 
     clone: function () {
 
         return new THREE.Ray().copy( this );
 
     }
 
 };
 
 /**
  * @author bhouston / http://exocortex.com
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.Sphere = function ( center, radius ) {
 
     this.center = ( center !== undefined ) ? center : new THREE.Vector3();
     this.radius = ( radius !== undefined ) ? radius : 0;
 
 };
 
 THREE.Sphere.prototype = {
 
     constructor: THREE.Sphere,
 
     set: function ( center, radius ) {
 
         this.center.copy( center );
         this.radius = radius;
 
         return this;
     },
 
 
     setFromPoints: function () {
 
         var box = new THREE.Box3();
 
         return function ( points, optionalCenter )  {
 
             var center = this.center;
 
             if ( optionalCenter !== undefined ) {
 
                 center.copy( optionalCenter );
 
             } else {
 
                 box.setFromPoints( points ).center( center );
 
             }
 
             var maxRadiusSq = 0;
 
             for ( var i = 0, il = points.length; i < il; i ++ ) {
 
                 maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
 
             }
 
             this.radius = Math.sqrt( maxRadiusSq );
 
             return this;			
          
          };
 
     }(),
 
     copy: function ( sphere ) {
 
         this.center.copy( sphere.center );
         this.radius = sphere.radius;
 
         return this;
 
     },
 
     empty: function () {
 
         return ( this.radius <= 0 );
 
     },
 
     containsPoint: function ( point ) {
 
         return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
 
     },
 
     distanceToPoint: function ( point ) {
 
         return ( point.distanceTo( this.center ) - this.radius );
 
     },
 
     intersectsSphere: function ( sphere ) {
 
         var radiusSum = this.radius + sphere.radius;
 
         return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
 
     },
 
     clampPoint: function ( point, optionalTarget ) {
 
         var deltaLengthSq = this.center.distanceToSquared( point );
 
         var result = optionalTarget || new THREE.Vector3();
         result.copy( point );
 
         if ( deltaLengthSq > ( this.radius * this.radius ) ) {
 
             result.sub( this.center ).normalize();
             result.multiplyScalar( this.radius ).add( this.center );
 
         }
 
         return result;
 
     },
 
     getBoundingBox: function ( optionalTarget ) {
 
         var box = optionalTarget || new THREE.Box3();
 
         box.set( this.center, this.center );
         box.expandByScalar( this.radius );
 
         return box;
 
     },
 
     applyMatrix4: function ( matrix ) {
 
         this.center.applyMatrix4( matrix );
         this.radius = this.radius * matrix.getMaxScaleOnAxis();
 
         return this;
 
     },
 
     translate: function ( offset ) {
 
         this.center.add( offset );
 
         return this;
 
     },
 
     equals: function ( sphere ) {
 
         return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
 
     },
 
     clone: function () {
 
         return new THREE.Sphere().copy( this );
 
     }
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  * @author bhouston / http://exocortex.com
  */
 
 THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
 
     this.planes = [
 
         ( p0 !== undefined ) ? p0 : new THREE.Plane(),
         ( p1 !== undefined ) ? p1 : new THREE.Plane(),
         ( p2 !== undefined ) ? p2 : new THREE.Plane(),
         ( p3 !== undefined ) ? p3 : new THREE.Plane(),
         ( p4 !== undefined ) ? p4 : new THREE.Plane(),
         ( p5 !== undefined ) ? p5 : new THREE.Plane()
 
     ];
 
 };
 
 THREE.Frustum.prototype = {
 
     constructor: THREE.Frustum,
 
     set: function ( p0, p1, p2, p3, p4, p5 ) {
 
         var planes = this.planes;
 
         planes[0].copy( p0 );
         planes[1].copy( p1 );
         planes[2].copy( p2 );
         planes[3].copy( p3 );
         planes[4].copy( p4 );
         planes[5].copy( p5 );
 
         return this;
 
     },
 
     copy: function ( frustum ) {
 
         var planes = this.planes;
 
         for( var i = 0; i < 6; i ++ ) {
 
             planes[i].copy( frustum.planes[i] );
 
         }
 
         return this;
 
     },
 
     setFromMatrix: function ( m ) {
 
         var planes = this.planes;
         var me = m.elements;
         var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3];
         var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7];
         var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11];
         var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15];
 
         planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
         planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
         planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
         planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
         planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
         planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
 
         return this;
 
     },
 
     intersectsObject: function () {
 
         var sphere = new THREE.Sphere();
 
         return function ( object ) {
 
             var geometry = object.geometry;
 
             if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
 
             sphere.copy( geometry.boundingSphere );
             sphere.applyMatrix4( object.matrixWorld );
 
             return this.intersectsSphere( sphere );
 
         };
 
     }(),
 
     intersectsSphere: function ( sphere ) {
 
         var planes = this.planes;
         var center = sphere.center;
         var negRadius = -sphere.radius;
 
         for ( var i = 0; i < 6; i ++ ) {
 
             var distance = planes[ i ].distanceToPoint( center );
 
             if ( distance < negRadius ) {
 
                 return false;
 
             }
 
         }
 
         return true;
 
     },
 
     intersectsBox : function() {
 
         var p1 = new THREE.Vector3(),
             p2 = new THREE.Vector3();
 
         return function( box ) {
 
             var planes = this.planes;
             
             for ( var i = 0; i < 6 ; i ++ ) {
             
                 var plane = planes[i];
                 
                 p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
                 p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
                 p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
                 p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
                 p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
                 p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
 
                 var d1 = plane.distanceToPoint( p1 );
                 var d2 = plane.distanceToPoint( p2 );
                 
                 // if both outside plane, no intersection
 
                 if ( d1 < 0 && d2 < 0 ) {
                     
                     return false;
         
                 }
             }
 
             return true;
         };
 
     }(),
 
 
     containsPoint: function ( point ) {
 
         var planes = this.planes;
 
         for ( var i = 0; i < 6; i ++ ) {
 
             if ( planes[ i ].distanceToPoint( point ) < 0 ) {
 
                 return false;
 
             }
 
         }
 
         return true;
 
     },
 
     clone: function () {
 
         return new THREE.Frustum().copy( this );
 
     }
 
 };
 
 /**
  * @author bhouston / http://exocortex.com
  */
 
 THREE.Plane = function ( normal, constant ) {
 
     this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
     this.constant = ( constant !== undefined ) ? constant : 0;
 
 };
 
 THREE.Plane.prototype = {
 
     constructor: THREE.Plane,
 
     set: function ( normal, constant ) {
 
         this.normal.copy( normal );
         this.constant = constant;
 
         return this;
 
     },
 
     setComponents: function ( x, y, z, w ) {
 
         this.normal.set( x, y, z );
         this.constant = w;
 
         return this;
 
     },
 
     setFromNormalAndCoplanarPoint: function ( normal, point ) {
 
         this.normal.copy( normal );
         this.constant = - point.dot( this.normal );	// must be this.normal, not normal, as this.normal is normalized
 
         return this;
 
     },
 
     setFromCoplanarPoints: function() {
 
         var v1 = new THREE.Vector3();
         var v2 = new THREE.Vector3();
 
         return function ( a, b, c ) {
 
             var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
 
             // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
 
             this.setFromNormalAndCoplanarPoint( normal, a );
 
             return this;
 
         };
 
     }(),
 
 
     copy: function ( plane ) {
 
         this.normal.copy( plane.normal );
         this.constant = plane.constant;
 
         return this;
 
     },
 
     normalize: function () {
 
         // Note: will lead to a divide by zero if the plane is invalid.
 
         var inverseNormalLength = 1.0 / this.normal.length();
         this.normal.multiplyScalar( inverseNormalLength );
         this.constant *= inverseNormalLength;
 
         return this;
 
     },
 
     negate: function () {
 
         this.constant *= -1;
         this.normal.negate();
 
         return this;
 
     },
 
     distanceToPoint: function ( point ) {
 
         return this.normal.dot( point ) + this.constant;
 
     },
 
     distanceToSphere: function ( sphere ) {
 
         return this.distanceToPoint( sphere.center ) - sphere.radius;
 
     },
 
     projectPoint: function ( point, optionalTarget ) {
 
         return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
 
     },
 
     orthoPoint: function ( point, optionalTarget ) {
 
         var perpendicularMagnitude = this.distanceToPoint( point );
 
         var result = optionalTarget || new THREE.Vector3();
         return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
 
     },
 
     isIntersectionLine: function ( line ) {
 
         // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
 
         var startSign = this.distanceToPoint( line.start );
         var endSign = this.distanceToPoint( line.end );
 
         return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
 
     },
 
     intersectLine: function() {
 
         var v1 = new THREE.Vector3();
 
         return function ( line, optionalTarget ) {
 
             var result = optionalTarget || new THREE.Vector3();
 
             var direction = line.delta( v1 );
 
             var denominator = this.normal.dot( direction );
 
             if ( denominator == 0 ) {
 
                 // line is coplanar, return origin
                 if( this.distanceToPoint( line.start ) == 0 ) {
 
                     return result.copy( line.start );
 
                 }
 
                 // Unsure if this is the correct method to handle this case.
                 return undefined;
 
             }
 
             var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
 
             if( t < 0 || t > 1 ) {
 
                 return undefined;
 
             }
 
             return result.copy( direction ).multiplyScalar( t ).add( line.start );
 
         };
 
     }(),
 
 
     coplanarPoint: function ( optionalTarget ) {
 
         var result = optionalTarget || new THREE.Vector3();
         return result.copy( this.normal ).multiplyScalar( - this.constant );
 
     },
 
     applyMatrix4: function() {
 
         var v1 = new THREE.Vector3();
         var v2 = new THREE.Vector3();
 
         return function ( matrix, optionalNormalMatrix ) {
 
             // compute new normal based on theory here:
             // http://www.songho.ca/opengl/gl_normaltransform.html
             optionalNormalMatrix = optionalNormalMatrix || new THREE.Matrix3().getNormalMatrix( matrix );
             var newNormal = v1.copy( this.normal ).applyMatrix3( optionalNormalMatrix );
 
             var newCoplanarPoint = this.coplanarPoint( v2 );
             newCoplanarPoint.applyMatrix4( matrix );
 
             this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
 
             return this;
 
         };
 
     }(),
 
     translate: function ( offset ) {
 
         this.constant = this.constant - offset.dot( this.normal );
 
         return this;
 
     },
 
     equals: function ( plane ) {
 
         return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
 
     },
 
     clone: function () {
 
         return new THREE.Plane().copy( this );
 
     }
 
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.Math = {
 
     PI2: Math.PI * 2,
 
     generateUUID: function () {
 
         // http://www.broofa.com/Tools/Math.uuid.htm
         
         var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split('');
         var uuid = new Array(36);
         var rnd = 0, r;
 
         return function () {
 
             for ( var i = 0; i < 36; i ++ ) {
 
                 if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
             
                     uuid[ i ] = '-';
             
                 } else if ( i == 14 ) {
             
                     uuid[ i ] = '4';
             
                 } else {
             
                     if (rnd <= 0x02) rnd = 0x2000000 + (Math.random()*0x1000000)|0;
                     r = rnd & 0xf;
                     rnd = rnd >> 4;
                     uuid[i] = chars[(i == 19) ? (r & 0x3) | 0x8 : r];
 
                 }
             }
             
             return uuid.join('');
 
         };
 
     }(),
 
     // Clamp value to range <a, b>
 
     clamp: function ( x, a, b ) {
 
         return ( x < a ) ? a : ( ( x > b ) ? b : x );
 
     },
 
     // Clamp value to range <a, inf)
 
     clampBottom: function ( x, a ) {
 
         return x < a ? a : x;
 
     },
 
     // Linear mapping from range <a1, a2> to range <b1, b2>
 
     mapLinear: function ( x, a1, a2, b1, b2 ) {
 
         return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
 
     },
 
     // http://en.wikipedia.org/wiki/Smoothstep
 
     smoothstep: function ( x, min, max ) {
 
         if ( x <= min ) return 0;
         if ( x >= max ) return 1;
 
         x = ( x - min )/( max - min );
 
         return x*x*(3 - 2*x);
 
     },
 
     smootherstep: function ( x, min, max ) {
 
         if ( x <= min ) return 0;
         if ( x >= max ) return 1;
 
         x = ( x - min )/( max - min );
 
         return x*x*x*(x*(x*6 - 15) + 10);
 
     },
 
     // Random float from <0, 1> with 16 bits of randomness
     // (standard Math.random() creates repetitive patterns when applied over larger space)
 
     random16: function () {
 
         return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
 
     },
 
     // Random integer from <low, high> interval
 
     randInt: function ( low, high ) {
 
         return low + Math.floor( Math.random() * ( high - low + 1 ) );
 
     },
 
     // Random float from <low, high> interval
 
     randFloat: function ( low, high ) {
 
         return low + Math.random() * ( high - low );
 
     },
 
     // Random float from <-range/2, range/2> interval
 
     randFloatSpread: function ( range ) {
 
         return range * ( 0.5 - Math.random() );
 
     },
 
     sign: function ( x ) {
 
         return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
 
     },
 
     degToRad: function() {
 
         var degreeToRadiansFactor = Math.PI / 180;
 
         return function ( degrees ) {
 
             return degrees * degreeToRadiansFactor;
 
         };
 
     }(),
 
     radToDeg: function() {
 
         var radianToDegreesFactor = 180 / Math.PI;
 
         return function ( radians ) {
 
             return radians * radianToDegreesFactor;
 
         };
 
     }()
 
 };
 
 /**
  * Spline from Tween.js, slightly optimized (and trashed)
  * http://sole.github.com/tween.js/examples/05_spline.html
  *
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.Spline = function ( points ) {
 
     this.points = points;
 
     var c = [], v3 = { x: 0, y: 0, z: 0 },
     point, intPoint, weight, w2, w3,
     pa, pb, pc, pd;
 
     this.initFromArray = function( a ) {
 
         this.points = [];
 
         for ( var i = 0; i < a.length; i++ ) {
 
             this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
 
         }
 
     };
 
     this.getPoint = function ( k ) {
 
         point = ( this.points.length - 1 ) * k;
         intPoint = Math.floor( point );
         weight = point - intPoint;
 
         c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
         c[ 1 ] = intPoint;
         c[ 2 ] = intPoint  > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
         c[ 3 ] = intPoint  > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
 
         pa = this.points[ c[ 0 ] ];
         pb = this.points[ c[ 1 ] ];
         pc = this.points[ c[ 2 ] ];
         pd = this.points[ c[ 3 ] ];
 
         w2 = weight * weight;
         w3 = weight * w2;
 
         v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
         v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
         v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
 
         return v3;
 
     };
 
     this.getControlPointsArray = function () {
 
         var i, p, l = this.points.length,
             coords = [];
 
         for ( i = 0; i < l; i ++ ) {
 
             p = this.points[ i ];
             coords[ i ] = [ p.x, p.y, p.z ];
 
         }
 
         return coords;
 
     };
 
     // approximate length by summing linear segments
 
     this.getLength = function ( nSubDivisions ) {
 
         var i, index, nSamples, position,
             point = 0, intPoint = 0, oldIntPoint = 0,
             oldPosition = new THREE.Vector3(),
             tmpVec = new THREE.Vector3(),
             chunkLengths = [],
             totalLength = 0;
 
         // first point has 0 length
 
         chunkLengths[ 0 ] = 0;
 
         if ( !nSubDivisions ) nSubDivisions = 100;
 
         nSamples = this.points.length * nSubDivisions;
 
         oldPosition.copy( this.points[ 0 ] );
 
         for ( i = 1; i < nSamples; i ++ ) {
 
             index = i / nSamples;
 
             position = this.getPoint( index );
             tmpVec.copy( position );
 
             totalLength += tmpVec.distanceTo( oldPosition );
 
             oldPosition.copy( position );
 
             point = ( this.points.length - 1 ) * index;
             intPoint = Math.floor( point );
 
             if ( intPoint != oldIntPoint ) {
 
                 chunkLengths[ intPoint ] = totalLength;
                 oldIntPoint = intPoint;
 
             }
 
         }
 
         // last point ends with total length
 
         chunkLengths[ chunkLengths.length ] = totalLength;
 
         return { chunks: chunkLengths, total: totalLength };
 
     };
 
     this.reparametrizeByArcLength = function ( samplingCoef ) {
 
         var i, j,
             index, indexCurrent, indexNext,
             linearDistance, realDistance,
             sampling, position,
             newpoints = [],
             tmpVec = new THREE.Vector3(),
             sl = this.getLength();
 
         newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
 
         for ( i = 1; i < this.points.length; i++ ) {
 
             //tmpVec.copy( this.points[ i - 1 ] );
             //linearDistance = tmpVec.distanceTo( this.points[ i ] );
 
             realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
 
             sampling = Math.ceil( samplingCoef * realDistance / sl.total );
 
             indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
             indexNext = i / ( this.points.length - 1 );
 
             for ( j = 1; j < sampling - 1; j++ ) {
 
                 index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
 
                 position = this.getPoint( index );
                 newpoints.push( tmpVec.copy( position ).clone() );
 
             }
 
             newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
 
         }
 
         this.points = newpoints;
 
     };
 
     // Catmull-Rom
 
     function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
 
         var v0 = ( p2 - p0 ) * 0.5,
             v1 = ( p3 - p1 ) * 0.5;
 
         return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
 
     };
 
 };
 
 /**
  * @author bhouston / http://exocortex.com
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.Triangle = function ( a, b, c ) {
 
     this.a = ( a !== undefined ) ? a : new THREE.Vector3();
     this.b = ( b !== undefined ) ? b : new THREE.Vector3();
     this.c = ( c !== undefined ) ? c : new THREE.Vector3();
 
 };
 
 THREE.Triangle.normal = function() {
 
     var v0 = new THREE.Vector3();
 
     return function ( a, b, c, optionalTarget ) {
 
         var result = optionalTarget || new THREE.Vector3();
 
         result.subVectors( c, b );
         v0.subVectors( a, b );
         result.cross( v0 );
 
         var resultLengthSq = result.lengthSq();
         if( resultLengthSq > 0 ) {
 
             return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
 
         }
 
         return result.set( 0, 0, 0 );
 
     };
 
 }();
 
 // static/instance method to calculate barycoordinates
 // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
 THREE.Triangle.barycoordFromPoint = function() {
 
     var v0 = new THREE.Vector3();
     var v1 = new THREE.Vector3();
     var v2 = new THREE.Vector3();
 
     return function ( point, a, b, c, optionalTarget ) {
 
         v0.subVectors( c, a );
         v1.subVectors( b, a );
         v2.subVectors( point, a );
 
         var dot00 = v0.dot( v0 );
         var dot01 = v0.dot( v1 );
         var dot02 = v0.dot( v2 );
         var dot11 = v1.dot( v1 );
         var dot12 = v1.dot( v2 );
 
         var denom = ( dot00 * dot11 - dot01 * dot01 );
 
         var result = optionalTarget || new THREE.Vector3();
 
         // colinear or singular triangle
         if( denom == 0 ) {
             // arbitrary location outside of triangle?
             // not sure if this is the best idea, maybe should be returning undefined
             return result.set( -2, -1, -1 );
         }
 
         var invDenom = 1 / denom;
         var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
         var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
 
         // barycoordinates must always sum to 1
         return result.set( 1 - u - v, v, u );
 
     };
 
 }();
 
 THREE.Triangle.containsPoint = function() {
 
     var v1 = new THREE.Vector3();
 
     return function ( point, a, b, c ) {
 
         var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
 
         return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
 
     };
 
 }();
 
 THREE.Triangle.prototype = {
 
     constructor: THREE.Triangle,
 
     set: function ( a, b, c ) {
 
         this.a.copy( a );
         this.b.copy( b );
         this.c.copy( c );
 
         return this;
 
     },
 
     setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
 
         this.a.copy( points[i0] );
         this.b.copy( points[i1] );
         this.c.copy( points[i2] );
 
         return this;
 
     },
 
     copy: function ( triangle ) {
 
         this.a.copy( triangle.a );
         this.b.copy( triangle.b );
         this.c.copy( triangle.c );
 
         return this;
 
     },
 
     area: function() {
 
         var v0 = new THREE.Vector3();
         var v1 = new THREE.Vector3();
 
         return function () {
 
             v0.subVectors( this.c, this.b );
             v1.subVectors( this.a, this.b );
 
             return v0.cross( v1 ).length() * 0.5;
 
         };
 
     }(),
 
     midpoint: function ( optionalTarget ) {
 
         var result = optionalTarget || new THREE.Vector3();
         return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
 
     },
 
     normal: function ( optionalTarget ) {
 
         return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
 
     },
 
     plane: function ( optionalTarget ) {
 
         var result = optionalTarget || new THREE.Plane();
 
         return result.setFromCoplanarPoints( this.a, this.b, this.c );
 
     },
 
     barycoordFromPoint: function ( point, optionalTarget ) {
 
         return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
 
     },
 
     containsPoint: function ( point ) {
 
         return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
 
     },
 
     equals: function ( triangle ) {
 
         return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
 
     },
 
     clone: function () {
 
         return new THREE.Triangle().copy( this );
 
     }
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.Vertex = function ( v ) {
 
     console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.')
     return v;
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.UV = function ( u, v ) {
 
     console.warn( 'THREE.UV has been DEPRECATED. Use THREE.Vector2 instead.')
     return new THREE.Vector2( u, v );
 
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.Clock = function ( autoStart ) {
 
     this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
 
     this.startTime = 0;
     this.oldTime = 0;
     this.elapsedTime = 0;
 
     this.running = false;
 
 };
 
 THREE.Clock.prototype = {
 
     constructor: THREE.Clock,
 
     start: function () {
 
         this.startTime = self.performance !== undefined && self.performance.now !== undefined
                     ? self.performance.now()
                     : Date.now();
 
         this.oldTime = this.startTime;
         this.running = true;
     },
 
     stop: function () {
 
         this.getElapsedTime();
         this.running = false;
 
     },
 
     getElapsedTime: function () {
 
         this.getDelta();
         return this.elapsedTime;
 
     },
 
     getDelta: function () {
 
         var diff = 0;
 
         if ( this.autoStart && ! this.running ) {
 
             this.start();
 
         }
 
         if ( this.running ) {
 
             var newTime = self.performance !== undefined && self.performance.now !== undefined
                     ? self.performance.now()
                     : Date.now();
 
             diff = 0.001 * ( newTime - this.oldTime );
             this.oldTime = newTime;
 
             this.elapsedTime += diff;
 
         }
 
         return diff;
 
     }
 
 };
 
 /**
  * https://github.com/mrdoob/eventdispatcher.js/
  */
 
 THREE.EventDispatcher = function () {}
 
 THREE.EventDispatcher.prototype = {
 
     constructor: THREE.EventDispatcher,
 
     apply: function ( object ) {
 
         object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
         object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
         object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
         object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
 
     },
 
     addEventListener: function ( type, listener ) {
 
         if ( this._listeners === undefined ) this._listeners = {};
 
         var listeners = this._listeners;
 
         if ( listeners[ type ] === undefined ) {
 
             listeners[ type ] = [];
 
         }
 
         if ( listeners[ type ].indexOf( listener ) === - 1 ) {
 
             listeners[ type ].push( listener );
 
         }
 
     },
 
     hasEventListener: function ( type, listener ) {
 
         if ( this._listeners === undefined ) return false;
 
         var listeners = this._listeners;
 
         if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
 
             return true;
 
         }
 
         return false;
 
     },
 
     removeEventListener: function ( type, listener ) {
 
         if ( this._listeners === undefined ) return;
 
         var listeners = this._listeners;
         var index = listeners[ type ].indexOf( listener );
 
         if ( index !== - 1 ) {
 
             listeners[ type ].splice( index, 1 );
 
         }
 
     },
 
     dispatchEvent: function ( event ) {
 
         if ( this._listeners === undefined ) return;
 
         var listeners = this._listeners;
         var listenerArray = listeners[ event.type ];
 
         if ( listenerArray !== undefined ) {
 
             event.target = this;
 
             for ( var i = 0, l = listenerArray.length; i < l; i ++ ) {
 
                 listenerArray[ i ].call( this, event );
 
             }
 
         }
 
     }
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author bhouston / http://exocortex.com/
  * @author stephomi / http://stephaneginier.com/
  */
 
 ( function ( THREE ) {
 
     THREE.Raycaster = function ( origin, direction, near, far ) {
 
         this.ray = new THREE.Ray( origin, direction );
         // direction is assumed to be normalized (for accurate distance calculations)
 
         this.near = near || 0;
         this.far = far || Infinity;
 
     };
 
     var sphere = new THREE.Sphere();
     var localRay = new THREE.Ray();
     var facePlane = new THREE.Plane();
     var intersectPoint = new THREE.Vector3();
     var matrixPosition = new THREE.Vector3();
 
     var inverseMatrix = new THREE.Matrix4();
 
     var descSort = function ( a, b ) {
 
         return a.distance - b.distance;
 
     };
 
     var vA = new THREE.Vector3();
     var vB = new THREE.Vector3();
     var vC = new THREE.Vector3();
 
     var intersectObject = function ( object, raycaster, intersects ) {
 
         if ( object instanceof THREE.Particle ) {
 
             matrixPosition.getPositionFromMatrix( object.matrixWorld );
             var distance = raycaster.ray.distanceToPoint( matrixPosition );
 
             if ( distance > object.scale.x ) {
 
                 return intersects;
 
             }
 
             intersects.push( {
 
                 distance: distance,
                 point: object.position,
                 face: null,
                 object: object
 
             } );
 
         } else if ( object instanceof THREE.LOD ) {
 
             matrixPosition.getPositionFromMatrix( object.matrixWorld );
             var distance = raycaster.ray.origin.distanceTo( matrixPosition );
 
             intersectObject( object.getObjectForDistance( distance ), raycaster, intersects );
 
         } else if ( object instanceof THREE.Mesh ) {
 
             var geometry = object.geometry;
 
             // Checking boundingSphere distance to ray
 
             if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
 
             sphere.copy( geometry.boundingSphere );
             sphere.applyMatrix4( object.matrixWorld );
 
             if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
 
                 return intersects;
 
             }
 
             // Check boundingBox before continuing
             
             inverseMatrix.getInverse( object.matrixWorld );  
             localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
 
             if ( geometry.boundingBox !== null ) {
 
                 if ( localRay.isIntersectionBox( geometry.boundingBox ) === false )  {
 
                     return intersects;
 
                 }
 
             } 
 
             var vertices = geometry.vertices;
 
             if ( geometry instanceof THREE.BufferGeometry ) {
 
                 var material = object.material;
 
                 if ( material === undefined ) return intersects;
                 if ( geometry.dynamic === false ) return intersects;
 
                 var a, b, c;
                 var precision = raycaster.precision;
 
                 if ( geometry.attributes.index !== undefined ) {
 
                     var offsets = geometry.offsets;
                     var indices = geometry.attributes.index.array;
                     var positions = geometry.attributes.position.array;
                     var offLength = geometry.offsets.length;
 
                     var fl = geometry.attributes.index.array.length / 3;
 
                     for ( var oi = 0; oi < offLength; ++oi ) {
 
                         var start = offsets[ oi ].start;
                         var count = offsets[ oi ].count;
                         var index = offsets[ oi ].index;
 
                         for ( var i = start, il = start + count; i < il; i += 3 ) {
 
                             a = index + indices[ i ];
                             b = index + indices[ i + 1 ]; 
                             c = index + indices[ i + 2 ];
 
                             vA.set(
                                 positions[ a * 3 ],
                                 positions[ a * 3 + 1 ],
                                 positions[ a * 3 + 2 ]
                             );
                             vB.set(
                                 positions[ b * 3 ],
                                 positions[ b * 3 + 1 ],
                                 positions[ b * 3 + 2 ]
                             );
                             vC.set(
                                 positions[ c * 3 ],
                                 positions[ c * 3 + 1 ],
                                 positions[ c * 3 + 2 ]
                             );
 
                             var intersectionPoint = localRay.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
 
                             if ( intersectionPoint === null ) continue;
 
                             intersectionPoint.applyMatrix4( object.matrixWorld );
 
                             var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
 
                             if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
 
                             intersects.push( {
 
                                 distance: distance,
                                 point: intersectionPoint,
                                 face: null,
                                 faceIndex: null,
                                 object: object
 
                             } );
 
                         }
 
                     }
 
                 } else {
 
                     var offsets = geometry.offsets;
                     var positions = geometry.attributes.position.array;
                     var offLength = geometry.offsets.length;
 
                     var fl = geometry.attributes.position.array.length;
 
                     for ( var i = 0; i < fl; i += 3 ) {
 
                         a = i;
                         b = i + 1;
                         c = i + 2;
 
                         vA.set(
                             positions[ a * 3 ],
                             positions[ a * 3 + 1 ],
                             positions[ a * 3 + 2 ]
                         );
                         vB.set(
                             positions[ b * 3 ],
                             positions[ b * 3 + 1 ],
                             positions[ b * 3 + 2 ]
                         );
                         vC.set(
                             positions[ c * 3 ],
                             positions[ c * 3 + 1 ],
                             positions[ c * 3 + 2 ]
                         );
 
                         var intersectionPoint = localRay.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
 
                         if ( intersectionPoint === null ) continue;
 
                         intersectionPoint.applyMatrix4( object.matrixWorld );
 
                         var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
 
                         if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
 
                         intersects.push( {
 
                             distance: distance,
                             point: intersectionPoint,
                             face: null,
                             faceIndex: null,
                             object: object
 
                         } );
 
                     }
 
                 }
 
             } else if ( geometry instanceof THREE.Geometry ) {
 
                 var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
                 var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
 
                 var a, b, c, d;
                 var precision = raycaster.precision;
 
                 for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
 
                     var face = geometry.faces[ f ];
 
                     var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : object.material;
 
                     if ( material === undefined ) continue;
 
                     a = vertices[ face.a ];
                     b = vertices[ face.b ];
                     c = vertices[ face.c ];
                     
                     var intersectionPoint = localRay.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
 
                     if ( intersectionPoint === null ) continue;
 
                     intersectionPoint.applyMatrix4( object.matrixWorld );
 
                     var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
 
                     if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
 
                     intersects.push( {
 
                         distance: distance,
                         point: intersectionPoint,
                         face: face,
                         faceIndex: f,
                         object: object
 
                     } );
 
                 }
 
             }
 
         } else if ( object instanceof THREE.Line ) {
 
             var precision = raycaster.linePrecision;
             var precisionSq = precision * precision;
 
             var geometry = object.geometry;
 
             if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
 
             // Checking boundingSphere distance to ray
 
             sphere.copy( geometry.boundingSphere );
             sphere.applyMatrix4( object.matrixWorld );
             
             if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
 
                 return intersects;
 
             }
             
             inverseMatrix.getInverse( object.matrixWorld );
             localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
 
             var vertices = geometry.vertices;
             var nbVertices = vertices.length;
             var interSegment = new THREE.Vector3();
             var interRay = new THREE.Vector3();
             var step = object.type === THREE.LineStrip ? 1 : 2;
 
             for ( var i = 0; i < nbVertices - 1; i = i + step ) {
 
                 var distSq = localRay.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
 
                 if ( distSq > precisionSq ) continue;
 
                 var distance = localRay.origin.distanceTo( interRay );
 
                 if ( distance < raycaster.near || distance > raycaster.far ) continue;
 
                 intersects.push( {
 
                     distance: distance,
                     // What do we want? intersection point on the ray or on the segment??
                     // point: raycaster.ray.at( distance ),
                     point: interSegment.clone().applyMatrix4( object.matrixWorld ),
                     face: null,
                     faceIndex: null,
                     object: object
 
                 } );
 
             }
 
         }
 
     };
 
     var intersectDescendants = function ( object, raycaster, intersects ) {
 
         var descendants = object.getDescendants();
 
         for ( var i = 0, l = descendants.length; i < l; i ++ ) {
 
             intersectObject( descendants[ i ], raycaster, intersects );
 
         }
     };
 
     //
 
     THREE.Raycaster.prototype.precision = 0.0001;
     THREE.Raycaster.prototype.linePrecision = 1;
 
     THREE.Raycaster.prototype.set = function ( origin, direction ) {
 
         this.ray.set( origin, direction );
         // direction is assumed to be normalized (for accurate distance calculations)
 
     };
 
     THREE.Raycaster.prototype.intersectObject = function ( object, recursive ) {
 
         var intersects = [];
 
         if ( recursive === true ) {
 
             intersectDescendants( object, this, intersects );
 
         }
 
         intersectObject( object, this, intersects );
 
         intersects.sort( descSort );
 
         return intersects;
 
     };
 
     THREE.Raycaster.prototype.intersectObjects = function ( objects, recursive ) {
 
         var intersects = [];
 
         for ( var i = 0, l = objects.length; i < l; i ++ ) {
 
             intersectObject( objects[ i ], this, intersects );
 
             if ( recursive === true ) {
 
                 intersectDescendants( objects[ i ], this, intersects );
 
             }
 
         }
 
         intersects.sort( descSort );
 
         return intersects;
 
     };
 
 }( THREE ) );
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author mikael emtinger / http://gomo.se/
  * @author alteredq / http://alteredqualia.com/
  * @author WestLangley / http://github.com/WestLangley
  */
 
 THREE.Object3D = function () {
 
     this.id = THREE.Object3DIdCount ++;
     this.uuid = THREE.Math.generateUUID();
 
     this.name = '';
 
     this.parent = undefined;
     this.children = [];
 
     this.up = new THREE.Vector3( 0, 1, 0 );
 
     this.position = new THREE.Vector3();
     this.rotation = new THREE.Euler();
     this.quaternion = new THREE.Quaternion();
     this.scale = new THREE.Vector3( 1, 1, 1 );
 
     // keep rotation and quaternion in sync
 
     this.rotation._quaternion = this.quaternion;
     this.quaternion._euler = this.rotation;
 
     this.renderDepth = null;
 
     this.rotationAutoUpdate = true;
 
     this.matrix = new THREE.Matrix4();
     this.matrixWorld = new THREE.Matrix4();
 
     this.matrixAutoUpdate = true;
     this.matrixWorldNeedsUpdate = true;
 
     this.visible = true;
 
     this.castShadow = false;
     this.receiveShadow = false;
 
     this.frustumCulled = true;
 
     this.userData = {};
 
 };
 
 
 THREE.Object3D.prototype = {
 
     constructor: THREE.Object3D,
 
     get eulerOrder () {
 
         console.warn( 'DEPRECATED: Object3D\'s .eulerOrder has been moved to Object3D\'s .rotation.order.' );
 
         return this.rotation.order;
 
     },
 
     set eulerOrder ( value ) {
 
         console.warn( 'DEPRECATED: Object3D\'s .eulerOrder has been moved to Object3D\'s .rotation.order.' );
 
         this.rotation.order = value;
 
     },
 
     get useQuaternion () {
 
         console.warn( 'DEPRECATED: Object3D\'s .useQuaternion has been removed. The library now uses quaternions by default.' );
 
     },
 
     set useQuaternion ( value ) {
 
         console.warn( 'DEPRECATED: Object3D\'s .useQuaternion has been removed. The library now uses quaternions by default.' );
 
     },
 
     applyMatrix: function () {
 
         var m1 = new THREE.Matrix4();
 
         return function ( matrix ) {
 
             this.matrix.multiplyMatrices( matrix, this.matrix );
 
             this.position.getPositionFromMatrix( this.matrix );
 
             this.scale.getScaleFromMatrix( this.matrix );
 
             m1.extractRotation( this.matrix );
 
             this.quaternion.setFromRotationMatrix( m1 );
 
         }
 
     }(),
 
     setRotationFromAxisAngle: function ( axis, angle ) {
 
         // assumes axis is normalized
 
         this.quaternion.setFromAxisAngle( axis, angle );
 
     },
 
     setRotationFromEuler: function ( euler ) {
 
         this.quaternion.setFromEuler( euler, true );
 
     },
 
     setRotationFromMatrix: function ( m ) {
 
         // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
 
         this.quaternion.setFromRotationMatrix( m );
 
     },
 
     setRotationFromQuaternion: function ( q ) {
 
         // assumes q is normalized
 
         this.quaternion.copy( q );
 
     },
 
     rotateOnAxis: function() {
 
         // rotate object on axis in object space
         // axis is assumed to be normalized
 
         var q1 = new THREE.Quaternion();
 
         return function ( axis, angle ) {
 
             q1.setFromAxisAngle( axis, angle );
 
             this.quaternion.multiply( q1 );
 
             return this;
 
         }
 
     }(),
 
     rotateX: function () {
 
         var v1 = new THREE.Vector3( 1, 0, 0 );
 
         return function ( angle ) {
 
             return this.rotateOnAxis( v1, angle );
 
         };
 
     }(),
 
     rotateY: function () {
 
         var v1 = new THREE.Vector3( 0, 1, 0 );
 
         return function ( angle ) {
 
             return this.rotateOnAxis( v1, angle );
 
         };
 
     }(),
 
     rotateZ: function () {
 
         var v1 = new THREE.Vector3( 0, 0, 1 );
 
         return function ( angle ) {
 
             return this.rotateOnAxis( v1, angle );
 
         };
 
     }(),
 
     translateOnAxis: function () {
 
         // translate object by distance along axis in object space
         // axis is assumed to be normalized
 
         var v1 = new THREE.Vector3();
 
         return function ( axis, distance ) {
 
             v1.copy( axis );
 
             v1.applyQuaternion( this.quaternion );
 
             this.position.add( v1.multiplyScalar( distance ) );
 
             return this;
 
         }
 
     }(),
 
     translate: function ( distance, axis ) {
 
         console.warn( 'DEPRECATED: Object3D\'s .translate() has been removed. Use .translateOnAxis( axis, distance ) instead. Note args have been changed.' );
         return this.translateOnAxis( axis, distance );
 
     },
 
     translateX: function () {
 
         var v1 = new THREE.Vector3( 1, 0, 0 );
 
         return function ( distance ) {
 
             return this.translateOnAxis( v1, distance );
 
         };
 
     }(),
 
     translateY: function () {
 
         var v1 = new THREE.Vector3( 0, 1, 0 );
 
         return function ( distance ) {
 
             return this.translateOnAxis( v1, distance );
 
         };
 
     }(),
 
     translateZ: function () {
 
         var v1 = new THREE.Vector3( 0, 0, 1 );
 
         return function ( distance ) {
 
             return this.translateOnAxis( v1, distance );
 
         };
 
     }(),
 
     localToWorld: function ( vector ) {
 
         return vector.applyMatrix4( this.matrixWorld );
 
     },
 
     worldToLocal: function () {
 
         var m1 = new THREE.Matrix4();
 
         return function ( vector ) {
 
             return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
 
         };
 
     }(),
 
     lookAt: function () {
 
         // This routine does not support objects with rotated and/or translated parent(s)
 
         var m1 = new THREE.Matrix4();
 
         return function ( vector ) {
 
             m1.lookAt( vector, this.position, this.up );
 
             this.quaternion.setFromRotationMatrix( m1 );
 
         };
 
     }(),
 
     add: function ( object ) {
 
         if ( object === this ) {
 
             console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' );
             return;
 
         }
 
         if ( object instanceof THREE.Object3D ) {
 
             if ( object.parent !== undefined ) {
 
                 object.parent.remove( object );
 
             }
 
             object.parent = this;
             object.dispatchEvent( { type: 'added' } );
 
             this.children.push( object );
 
             // add to scene
 
             var scene = this;
 
             while ( scene.parent !== undefined ) {
 
                 scene = scene.parent;
 
             }
 
             if ( scene !== undefined && scene instanceof THREE.Scene )  {
 
                 scene.__addObject( object );
 
             }
 
         }
 
     },
 
     remove: function ( object ) {
 
         var index = this.children.indexOf( object );
 
         if ( index !== - 1 ) {
 
             object.parent = undefined;
             object.dispatchEvent( { type: 'removed' } );
 
             this.children.splice( index, 1 );
 
             // remove from scene
 
             var scene = this;
 
             while ( scene.parent !== undefined ) {
 
                 scene = scene.parent;
 
             }
 
             if ( scene !== undefined && scene instanceof THREE.Scene ) {
 
                 scene.__removeObject( object );
 
             }
 
         }
 
     },
 
     traverse: function ( callback ) {
 
         callback( this );
 
         for ( var i = 0, l = this.children.length; i < l; i ++ ) {
 
             this.children[ i ].traverse( callback );
 
         }
 
     },
 
     getObjectById: function ( id, recursive ) {
 
         for ( var i = 0, l = this.children.length; i < l; i ++ ) {
 
             var child = this.children[ i ];
 
             if ( child.id === id ) {
 
                 return child;
 
             }
 
             if ( recursive === true ) {
 
                 child = child.getObjectById( id, recursive );
 
                 if ( child !== undefined ) {
 
                     return child;
 
                 }
 
             }
 
         }
 
         return undefined;
 
     },
 
     getObjectByName: function ( name, recursive ) {
 
         for ( var i = 0, l = this.children.length; i < l; i ++ ) {
 
             var child = this.children[ i ];
 
             if ( child.name === name ) {
 
                 return child;
 
             }
 
             if ( recursive === true ) {
 
                 child = child.getObjectByName( name, recursive );
 
                 if ( child !== undefined ) {
 
                     return child;
 
                 }
 
             }
 
         }
 
         return undefined;
 
     },
 
     getChildByName: function ( name, recursive ) {
 
         console.warn( 'DEPRECATED: Object3D\'s .getChildByName() has been renamed to .getObjectByName().' );
         return this.getObjectByName( name, recursive );
 
     },
 
     getDescendants: function ( array ) {
 
         if ( array === undefined ) array = [];
 
         Array.prototype.push.apply( array, this.children );
 
         for ( var i = 0, l = this.children.length; i < l; i ++ ) {
 
             this.children[ i ].getDescendants( array );
 
         }
 
         return array;
 
     },
 
     updateMatrix: function () {
 
         this.matrix.compose( this.position, this.quaternion, this.scale );
 
         this.matrixWorldNeedsUpdate = true;
 
     },
 
     updateMatrixWorld: function ( force ) {
 
         if ( this.matrixAutoUpdate === true ) this.updateMatrix();
 
         if ( this.matrixWorldNeedsUpdate === true || force === true ) {
 
             if ( this.parent === undefined ) {
 
                 this.matrixWorld.copy( this.matrix );
 
             } else {
 
                 this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
 
             }
 
             this.matrixWorldNeedsUpdate = false;
 
             force = true;
 
         }
 
         // update children
 
         for ( var i = 0, l = this.children.length; i < l; i ++ ) {
 
             this.children[ i ].updateMatrixWorld( force );
 
         }
 
     },
 
     clone: function ( object, recursive ) {
 
         if ( object === undefined ) object = new THREE.Object3D();
         if ( recursive === undefined ) recursive = true;
 
         object.name = this.name;
 
         object.up.copy( this.up );
 
         object.position.copy( this.position );
         object.quaternion.copy( this.quaternion );
         object.scale.copy( this.scale );
 
         object.renderDepth = this.renderDepth;
 
         object.rotationAutoUpdate = this.rotationAutoUpdate;
 
         object.matrix.copy( this.matrix );
         object.matrixWorld.copy( this.matrixWorld );
 
         object.matrixAutoUpdate = this.matrixAutoUpdate;
         object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
 
         object.visible = this.visible;
 
         object.castShadow = this.castShadow;
         object.receiveShadow = this.receiveShadow;
 
         object.frustumCulled = this.frustumCulled;
 
         object.userData = JSON.parse( JSON.stringify( this.userData ) );
 
         if ( recursive === true ) {
 
             for ( var i = 0; i < this.children.length; i ++ ) {
 
                 var child = this.children[ i ];
                 object.add( child.clone() );
 
             }
 
         }
 
         return object;
 
     }
 
 };
 
 THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
 
 THREE.Object3DIdCount = 0;
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author supereggbert / http://www.paulbrunt.co.uk/
  * @author julianwa / https://github.com/julianwa
  */
 
 THREE.Projector = function () {
 
     var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
     _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
     _face, _face3Count, _face3Pool = [], _face3PoolLength = 0,
     _line, _lineCount, _linePool = [], _linePoolLength = 0,
     _particle, _particleCount, _particlePool = [], _particlePoolLength = 0,
 
     _renderData = { objects: [], sprites: [], lights: [], elements: [] },
 
     _vector3 = new THREE.Vector3(),
     _vector4 = new THREE.Vector4(),
 
     _clipBox = new THREE.Box3( new THREE.Vector3( -1, -1, -1 ), new THREE.Vector3( 1, 1, 1 ) ),
     _boundingBox = new THREE.Box3(),
     _points3 = new Array( 3 ),
     _points4 = new Array( 4 ),
 
     _viewMatrix = new THREE.Matrix4(),
     _viewProjectionMatrix = new THREE.Matrix4(),
 
     _modelMatrix,
     _modelViewProjectionMatrix = new THREE.Matrix4(),
 
     _normalMatrix = new THREE.Matrix3(),
     _normalViewMatrix = new THREE.Matrix3(),
 
     _centroid = new THREE.Vector3(),
 
     _frustum = new THREE.Frustum(),
 
     _clippedVertex1PositionScreen = new THREE.Vector4(),
     _clippedVertex2PositionScreen = new THREE.Vector4();
 
     this.projectVector = function ( vector, camera ) {
 
         camera.matrixWorldInverse.getInverse( camera.matrixWorld );
 
         _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
 
         return vector.applyProjection( _viewProjectionMatrix );
 
     };
 
     this.unprojectVector = function ( vector, camera ) {
 
         camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
 
         _viewProjectionMatrix.multiplyMatrices( camera.matrixWorld, camera.projectionMatrixInverse );
 
         return vector.applyProjection( _viewProjectionMatrix );
 
     };
 
     this.pickingRay = function ( vector, camera ) {
 
         // set two vectors with opposing z values
         vector.z = -1.0;
         var end = new THREE.Vector3( vector.x, vector.y, 1.0 );
 
         this.unprojectVector( vector, camera );
         this.unprojectVector( end, camera );
 
         // find direction from vector to end
         end.sub( vector ).normalize();
 
         return new THREE.Raycaster( vector, end );
 
     };
 
     var getObject = function ( object ) {
 
         _object = getNextObjectInPool();
         _object.id = object.id;
         _object.object = object;
 
         if ( object.renderDepth !== null ) {
 
             _object.z = object.renderDepth;
 
         } else {
 
             _vector3.getPositionFromMatrix( object.matrixWorld );
             _vector3.applyProjection( _viewProjectionMatrix );
             _object.z = _vector3.z;
 
         }
 
         return _object;
 
     };
 
     var projectObject = function ( object ) {
 
         if ( object.visible === false ) return;
 
         if ( object instanceof THREE.Light ) {
 
             _renderData.lights.push( object );
 
         } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) {
 
             if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
 
                 _renderData.objects.push( getObject( object ) );
 
             }
 
         } else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) {
 
             _renderData.sprites.push( getObject( object ) );
 
         }
 
         for ( var i = 0, l = object.children.length; i < l; i ++ ) {
 
             projectObject( object.children[ i ] );
 
         }
 
     };
 
     var projectGraph = function ( root, sortObjects ) {
 
         _objectCount = 0;
 
         _renderData.objects.length = 0;
         _renderData.sprites.length = 0;
         _renderData.lights.length = 0;
 
         projectObject( root );
 
         if ( sortObjects === true ) {
 
             _renderData.objects.sort( painterSort );
 
         }
 
     };
 
     this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
 
         var visible = false,
         o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object,
         geometry, vertices, faces, face, faceVertexNormals, faceVertexUvs, uvs,
         v1, v2, v3, v4, isFaceMaterial, objectMaterials;
 
         _face3Count = 0;
         _lineCount = 0;
         _particleCount = 0;
 
         _renderData.elements.length = 0;
 
         if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
         if ( camera.parent === undefined ) camera.updateMatrixWorld();
 
         _viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
         _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
 
         _normalViewMatrix.getNormalMatrix( _viewMatrix );
 
         _frustum.setFromMatrix( _viewProjectionMatrix );
 
         projectGraph( scene, sortObjects );
 
         for ( o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
 
             object = _renderData.objects[ o ].object;
 
             _modelMatrix = object.matrixWorld;
 
             _vertexCount = 0;
 
             if ( object instanceof THREE.Mesh ) {
 
                 geometry = object.geometry;
 
                 vertices = geometry.vertices;
                 faces = geometry.faces;
                 faceVertexUvs = geometry.faceVertexUvs;
 
                 _normalMatrix.getNormalMatrix( _modelMatrix );
 
                 isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
                 objectMaterials = isFaceMaterial === true ? object.material : null;
 
                 for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
 
                     _vertex = getNextVertexInPool();
 
                     _vertex.positionWorld.copy( vertices[ v ] ).applyMatrix4( _modelMatrix );
                     _vertex.positionScreen.copy( _vertex.positionWorld ).applyMatrix4( _viewProjectionMatrix );
 
                     var invW = 1 / _vertex.positionScreen.w;
 
                     _vertex.positionScreen.x *= invW;
                     _vertex.positionScreen.y *= invW;
                     _vertex.positionScreen.z *= invW;
 
                     _vertex.visible = ! ( _vertex.positionScreen.x < -1 || _vertex.positionScreen.x > 1 ||
                                   _vertex.positionScreen.y < -1 || _vertex.positionScreen.y > 1 ||
                                   _vertex.positionScreen.z < -1 || _vertex.positionScreen.z > 1 );
 
                 }
 
                 for ( f = 0, fl = faces.length; f < fl; f ++ ) {
 
                     face = faces[ f ];
 
                     var material = isFaceMaterial === true
                         ? objectMaterials.materials[ face.materialIndex ]
                         : object.material;
 
                     if ( material === undefined ) continue;
 
                     var side = material.side;
 
                     v1 = _vertexPool[ face.a ];
                     v2 = _vertexPool[ face.b ];
                     v3 = _vertexPool[ face.c ];
 
                     _points3[ 0 ] = v1.positionScreen;
                     _points3[ 1 ] = v2.positionScreen;
                     _points3[ 2 ] = v3.positionScreen;
 
                     if ( v1.visible === true || v2.visible === true || v3.visible === true ||
                         _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) ) ) {
 
                         visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) *
                                 ( v2.positionScreen.y - v1.positionScreen.y ) -
                                 ( v3.positionScreen.y - v1.positionScreen.y ) *
                                 ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
 
                         if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
 
                             _face = getNextFace3InPool();
 
                             _face.id = object.id;
                             _face.v1.copy( v1 );
                             _face.v2.copy( v2 );
                             _face.v3.copy( v3 );
 
                         } else {
 
                             continue;
 
                         }
 
                     } else {
 
                         continue;
 
                     }
 
                     _face.normalModel.copy( face.normal );
 
                     if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
 
                         _face.normalModel.negate();
 
                     }
 
                     _face.normalModel.applyMatrix3( _normalMatrix ).normalize();
 
                     _face.normalModelView.copy( _face.normalModel ).applyMatrix3( _normalViewMatrix );
 
                     _face.centroidModel.copy( face.centroid ).applyMatrix4( _modelMatrix );
 
                     faceVertexNormals = face.vertexNormals;
 
                     for ( n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) {
 
                         var normalModel = _face.vertexNormalsModel[ n ];
                         normalModel.copy( faceVertexNormals[ n ] );
 
                         if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
 
                             normalModel.negate();
 
                         }
 
                         normalModel.applyMatrix3( _normalMatrix ).normalize();
 
                         var normalModelView = _face.vertexNormalsModelView[ n ];
                         normalModelView.copy( normalModel ).applyMatrix3( _normalViewMatrix );
 
                     }
 
                     _face.vertexNormalsLength = faceVertexNormals.length;
 
                     for ( c = 0, cl = Math.min( faceVertexUvs.length, 3 ); c < cl; c ++ ) {
 
                         uvs = faceVertexUvs[ c ][ f ];
 
                         if ( uvs === undefined ) continue;
 
                         for ( u = 0, ul = uvs.length; u < ul; u ++ ) {
 
                             _face.uvs[ c ][ u ] = uvs[ u ];
 
                         }
 
                     }
 
                     _face.color = face.color;
                     _face.material = material;
 
                     _centroid.copy( _face.centroidModel ).applyProjection( _viewProjectionMatrix );
 
                     _face.z = _centroid.z;
 
                     _renderData.elements.push( _face );
 
                 }
 
             } else if ( object instanceof THREE.Line ) {
 
                 _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
 
                 vertices = object.geometry.vertices;
 
                 v1 = getNextVertexInPool();
                 v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
 
                 // Handle LineStrip and LinePieces
                 var step = object.type === THREE.LinePieces ? 2 : 1;
 
                 for ( v = 1, vl = vertices.length; v < vl; v ++ ) {
 
                     v1 = getNextVertexInPool();
                     v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
 
                     if ( ( v + 1 ) % step > 0 ) continue;
 
                     v2 = _vertexPool[ _vertexCount - 2 ];
 
                     _clippedVertex1PositionScreen.copy( v1.positionScreen );
                     _clippedVertex2PositionScreen.copy( v2.positionScreen );
 
                     if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
 
                         // Perform the perspective divide
                         _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
                         _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
 
                         _line = getNextLineInPool();
 
                         _line.id = object.id;
                         _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
                         _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
 
                         _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
 
                         _line.material = object.material;
 
                         if ( object.material.vertexColors === THREE.VertexColors ) {
 
                             _line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
                             _line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );
 
                         }
 
                         _renderData.elements.push( _line );
 
                     }
 
                 }
 
             }
 
         }
 
         for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {
 
             object = _renderData.sprites[ o ].object;
 
             _modelMatrix = object.matrixWorld;
 
             if ( object instanceof THREE.Particle ) {
 
                 _vector4.set( _modelMatrix.elements[12], _modelMatrix.elements[13], _modelMatrix.elements[14], 1 );
                 _vector4.applyMatrix4( _viewProjectionMatrix );
 
                 var invW = 1 / _vector4.w;
 
                 _vector4.z *= invW;
 
                 if ( _vector4.z > 0 && _vector4.z < 1 ) {
 
                     _particle = getNextParticleInPool();
                     _particle.id = object.id;
                     _particle.x = _vector4.x * invW;
                     _particle.y = _vector4.y * invW;
                     _particle.z = _vector4.z;
                     _particle.object = object;
 
                     _particle.rotation = object.rotation.z;
 
                     _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
                     _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
 
                     _particle.material = object.material;
 
                     _renderData.elements.push( _particle );
 
                 }
 
             }
 
         }
 
         if ( sortElements === true ) _renderData.elements.sort( painterSort );
 
         return _renderData;
 
     };
 
     // Pools
 
     function getNextObjectInPool() {
 
         if ( _objectCount === _objectPoolLength ) {
 
             var object = new THREE.RenderableObject();
             _objectPool.push( object );
             _objectPoolLength ++;
             _objectCount ++;
             return object;
 
         }
 
         return _objectPool[ _objectCount ++ ];
 
     }
 
     function getNextVertexInPool() {
 
         if ( _vertexCount === _vertexPoolLength ) {
 
             var vertex = new THREE.RenderableVertex();
             _vertexPool.push( vertex );
             _vertexPoolLength ++;
             _vertexCount ++;
             return vertex;
 
         }
 
         return _vertexPool[ _vertexCount ++ ];
 
     }
 
     function getNextFace3InPool() {
 
         if ( _face3Count === _face3PoolLength ) {
 
             var face = new THREE.RenderableFace3();
             _face3Pool.push( face );
             _face3PoolLength ++;
             _face3Count ++;
             return face;
 
         }
 
         return _face3Pool[ _face3Count ++ ];
 
 
     }
 
     function getNextLineInPool() {
 
         if ( _lineCount === _linePoolLength ) {
 
             var line = new THREE.RenderableLine();
             _linePool.push( line );
             _linePoolLength ++;
             _lineCount ++
             return line;
 
         }
 
         return _linePool[ _lineCount ++ ];
 
     }
 
     function getNextParticleInPool() {
 
         if ( _particleCount === _particlePoolLength ) {
 
             var particle = new THREE.RenderableParticle();
             _particlePool.push( particle );
             _particlePoolLength ++;
             _particleCount ++
             return particle;
 
         }
 
         return _particlePool[ _particleCount ++ ];
 
     }
 
     //
 
     function painterSort( a, b ) {
 
         if ( a.z !== b.z ) {
 
             return b.z - a.z;
 
         } else if ( a.id !== b.id ) {
 
             return a.id - b.id;
 
         } else {
 
             return 0;
 
         }
 
     }
 
     function clipLine( s1, s2 ) {
 
         var alpha1 = 0, alpha2 = 1,
 
         // Calculate the boundary coordinate of each vertex for the near and far clip planes,
         // Z = -1 and Z = +1, respectively.
         bc1near =  s1.z + s1.w,
         bc2near =  s2.z + s2.w,
         bc1far =  - s1.z + s1.w,
         bc2far =  - s2.z + s2.w;
 
         if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
 
             // Both vertices lie entirely within all clip planes.
             return true;
 
         } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
 
             // Both vertices lie entirely outside one of the clip planes.
             return false;
 
         } else {
 
             // The line segment spans at least one clip plane.
 
             if ( bc1near < 0 ) {
 
                 // v1 lies outside the near plane, v2 inside
                 alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
 
             } else if ( bc2near < 0 ) {
 
                 // v2 lies outside the near plane, v1 inside
                 alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
 
             }
 
             if ( bc1far < 0 ) {
 
                 // v1 lies outside the far plane, v2 inside
                 alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
 
             } else if ( bc2far < 0 ) {
 
                 // v2 lies outside the far plane, v2 inside
                 alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
 
             }
 
             if ( alpha2 < alpha1 ) {
 
                 // The line segment spans two boundaries, but is outside both of them.
                 // (This can't happen when we're only clipping against just near/far but good
                 //  to leave the check here for future usage if other clip planes are added.)
                 return false;
 
             } else {
 
                 // Update the s1 and s2 vertices to match the clipped line segment.
                 s1.lerp( s2, alpha1 );
                 s2.lerp( s1, 1 - alpha2 );
 
                 return true;
 
             }
 
         }
 
     }
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
 
     this.a = a;
     this.b = b;
     this.c = c;
 
     this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
     this.vertexNormals = normal instanceof Array ? normal : [ ];
 
     this.color = color instanceof THREE.Color ? color : new THREE.Color();
     this.vertexColors = color instanceof Array ? color : [];
 
     this.vertexTangents = [];
 
     this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
 
     this.centroid = new THREE.Vector3();
 
 };
 
 THREE.Face3.prototype = {
 
     constructor: THREE.Face3,
 
     clone: function () {
 
         var face = new THREE.Face3( this.a, this.b, this.c );
 
         face.normal.copy( this.normal );
         face.color.copy( this.color );
         face.centroid.copy( this.centroid );
 
         face.materialIndex = this.materialIndex;
 
         var i, il;
         for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
         for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
         for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
 
         return face;
 
     }
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
 
     return new THREE.Face3( a, b, c, normal, color, materialIndex );
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author kile / http://kile.stravaganza.org/
  * @author alteredq / http://alteredqualia.com/
  * @author mikael emtinger / http://gomo.se/
  * @author zz85 / http://www.lab4games.net/zz85/blog
  * @author bhouston / http://exocortex.com
  */
 
 THREE.Geometry = function () {
 
     this.id = THREE.GeometryIdCount ++;
     this.uuid = THREE.Math.generateUUID();
 
     this.name = '';
 
     this.vertices = [];
     this.colors = [];  // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
     this.normals = []; // one-to-one vertex normals, used in Ribbon
 
     this.faces = [];
 
     this.faceVertexUvs = [[]];
 
     this.morphTargets = [];
     this.morphColors = [];
     this.morphNormals = [];
 
     this.skinWeights = [];
     this.skinIndices = [];
 
     this.lineDistances = [];
 
     this.boundingBox = null;
     this.boundingSphere = null;
 
     this.hasTangents = false;
 
     this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
 
     // update flags
 
     this.verticesNeedUpdate = false;
     this.elementsNeedUpdate = false;
     this.uvsNeedUpdate = false;
     this.normalsNeedUpdate = false;
     this.tangentsNeedUpdate = false;
     this.colorsNeedUpdate = false;
     this.lineDistancesNeedUpdate = false;
 
     this.buffersNeedUpdate = false;
 
 };
 
 THREE.Geometry.prototype = {
 
     constructor: THREE.Geometry,
 
     applyMatrix: function ( matrix ) {
 
         var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
 
         for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
 
             var vertex = this.vertices[ i ];
             vertex.applyMatrix4( matrix );
 
         }
 
         for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
 
             var face = this.faces[ i ];
             face.normal.applyMatrix3( normalMatrix ).normalize();
 
             for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
 
                 face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
 
             }
 
             face.centroid.applyMatrix4( matrix );
 
         }
 
         if ( this.boundingBox instanceof THREE.Box3 ) {
 
             this.computeBoundingBox();
 
         }
 
         if ( this.boundingSphere instanceof THREE.Sphere ) {
 
             this.computeBoundingSphere();
 
         }
 
     },
 
     computeCentroids: function () {
 
         var f, fl, face;
 
         for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 
             face = this.faces[ f ];
             face.centroid.set( 0, 0, 0 );
 
             face.centroid.add( this.vertices[ face.a ] );
             face.centroid.add( this.vertices[ face.b ] );
             face.centroid.add( this.vertices[ face.c ] );
             face.centroid.divideScalar( 3 );
 
         }
 
     },
 
     computeFaceNormals: function () {
 
         var cb = new THREE.Vector3(), ab = new THREE.Vector3();
 
         for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
 
             var face = this.faces[ f ];
 
             var vA = this.vertices[ face.a ];
             var vB = this.vertices[ face.b ];
             var vC = this.vertices[ face.c ];
 
             cb.subVectors( vC, vB );
             ab.subVectors( vA, vB );
             cb.cross( ab );
 
             cb.normalize();
 
             face.normal.copy( cb );
 
         }
 
     },
 
     computeVertexNormals: function ( areaWeighted ) {
 
         var v, vl, f, fl, face, vertices;
 
         // create internal buffers for reuse when calling this method repeatedly
         // (otherwise memory allocation / deallocation every frame is big resource hog)
 
         if ( this.__tmpVertices === undefined ) {
 
             this.__tmpVertices = new Array( this.vertices.length );
             vertices = this.__tmpVertices;
 
             for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
 
                 vertices[ v ] = new THREE.Vector3();
 
             }
 
             for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 
                 face = this.faces[ f ];
                 face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
 
             }
 
         } else {
 
             vertices = this.__tmpVertices;
 
             for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
 
                 vertices[ v ].set( 0, 0, 0 );
 
             }
 
         }
 
         if ( areaWeighted ) {
 
             // vertex normals weighted by triangle areas
             // http://www.iquilezles.org/www/articles/normals/normals.htm
 
             var vA, vB, vC, vD;
             var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
                 db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
 
             for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 
                 face = this.faces[ f ];
 
                 vA = this.vertices[ face.a ];
                 vB = this.vertices[ face.b ];
                 vC = this.vertices[ face.c ];
 
                 cb.subVectors( vC, vB );
                 ab.subVectors( vA, vB );
                 cb.cross( ab );
 
                 vertices[ face.a ].add( cb );
                 vertices[ face.b ].add( cb );
                 vertices[ face.c ].add( cb );
 
             }
 
         } else {
 
             for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 
                 face = this.faces[ f ];
 
                 vertices[ face.a ].add( face.normal );
                 vertices[ face.b ].add( face.normal );
                 vertices[ face.c ].add( face.normal );
 
             }
 
         }
 
         for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
 
             vertices[ v ].normalize();
 
         }
 
         for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 
             face = this.faces[ f ];
 
             face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
             face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
             face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
 
         }
 
     },
 
     computeMorphNormals: function () {
 
         var i, il, f, fl, face;
 
         // save original normals
         // - create temp variables on first access
         //   otherwise just copy (for faster repeated calls)
 
         for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 
             face = this.faces[ f ];
 
             if ( ! face.__originalFaceNormal ) {
 
                 face.__originalFaceNormal = face.normal.clone();
 
             } else {
 
                 face.__originalFaceNormal.copy( face.normal );
 
             }
 
             if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
 
             for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
 
                 if ( ! face.__originalVertexNormals[ i ] ) {
 
                     face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
 
                 } else {
 
                     face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
 
                 }
 
             }
 
         }
 
         // use temp geometry to compute face and vertex normals for each morph
 
         var tmpGeo = new THREE.Geometry();
         tmpGeo.faces = this.faces;
 
         for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
 
             // create on first access
 
             if ( ! this.morphNormals[ i ] ) {
 
                 this.morphNormals[ i ] = {};
                 this.morphNormals[ i ].faceNormals = [];
                 this.morphNormals[ i ].vertexNormals = [];
 
                 var dstNormalsFace = this.morphNormals[ i ].faceNormals;
                 var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
 
                 var faceNormal, vertexNormals;
 
                 for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 
                     face = this.faces[ f ];
 
                     faceNormal = new THREE.Vector3();
                     vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
 
                     dstNormalsFace.push( faceNormal );
                     dstNormalsVertex.push( vertexNormals );
 
                 }
 
             }
 
             var morphNormals = this.morphNormals[ i ];
 
             // set vertices to morph target
 
             tmpGeo.vertices = this.morphTargets[ i ].vertices;
 
             // compute morph normals
 
             tmpGeo.computeFaceNormals();
             tmpGeo.computeVertexNormals();
 
             // store morph normals
 
             var faceNormal, vertexNormals;
 
             for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 
                 face = this.faces[ f ];
 
                 faceNormal = morphNormals.faceNormals[ f ];
                 vertexNormals = morphNormals.vertexNormals[ f ];
 
                 faceNormal.copy( face.normal );
 
                 vertexNormals.a.copy( face.vertexNormals[ 0 ] );
                 vertexNormals.b.copy( face.vertexNormals[ 1 ] );
                 vertexNormals.c.copy( face.vertexNormals[ 2 ] );
 
             }
 
         }
 
         // restore original normals
 
         for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 
             face = this.faces[ f ];
 
             face.normal = face.__originalFaceNormal;
             face.vertexNormals = face.__originalVertexNormals;
 
         }
 
     },
 
     computeTangents: function () {
 
         // based on http://www.terathon.com/code/tangent.html
         // tangents go to vertices
 
         var f, fl, v, vl, i, il, vertexIndex,
             face, uv, vA, vB, vC, uvA, uvB, uvC,
             x1, x2, y1, y2, z1, z2,
             s1, s2, t1, t2, r, t, test,
             tan1 = [], tan2 = [],
             sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
             tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
             n = new THREE.Vector3(), w;
 
         for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
 
             tan1[ v ] = new THREE.Vector3();
             tan2[ v ] = new THREE.Vector3();
 
         }
 
         function handleTriangle( context, a, b, c, ua, ub, uc ) {
 
             vA = context.vertices[ a ];
             vB = context.vertices[ b ];
             vC = context.vertices[ c ];
 
             uvA = uv[ ua ];
             uvB = uv[ ub ];
             uvC = uv[ uc ];
 
             x1 = vB.x - vA.x;
             x2 = vC.x - vA.x;
             y1 = vB.y - vA.y;
             y2 = vC.y - vA.y;
             z1 = vB.z - vA.z;
             z2 = vC.z - vA.z;
 
             s1 = uvB.x - uvA.x;
             s2 = uvC.x - uvA.x;
             t1 = uvB.y - uvA.y;
             t2 = uvC.y - uvA.y;
 
             r = 1.0 / ( s1 * t2 - s2 * t1 );
             sdir.set( ( t2 * x1 - t1 * x2 ) * r,
                       ( t2 * y1 - t1 * y2 ) * r,
                       ( t2 * z1 - t1 * z2 ) * r );
             tdir.set( ( s1 * x2 - s2 * x1 ) * r,
                       ( s1 * y2 - s2 * y1 ) * r,
                       ( s1 * z2 - s2 * z1 ) * r );
 
             tan1[ a ].add( sdir );
             tan1[ b ].add( sdir );
             tan1[ c ].add( sdir );
 
             tan2[ a ].add( tdir );
             tan2[ b ].add( tdir );
             tan2[ c ].add( tdir );
 
         }
 
         for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 
             face = this.faces[ f ];
             uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
 
             handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
 
         }
 
         var faceIndex = [ 'a', 'b', 'c', 'd' ];
 
         for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 
             face = this.faces[ f ];
 
             for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i++ ) {
 
                 n.copy( face.vertexNormals[ i ] );
 
                 vertexIndex = face[ faceIndex[ i ] ];
 
                 t = tan1[ vertexIndex ];
 
                 // Gram-Schmidt orthogonalize
 
                 tmp.copy( t );
                 tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
 
                 // Calculate handedness
 
                 tmp2.crossVectors( face.vertexNormals[ i ], t );
                 test = tmp2.dot( tan2[ vertexIndex ] );
                 w = (test < 0.0) ? -1.0 : 1.0;
 
                 face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
 
             }
 
         }
 
         this.hasTangents = true;
 
     },
 
     computeLineDistances: function ( ) {
 
         var d = 0;
         var vertices = this.vertices;
 
         for ( var i = 0, il = vertices.length; i < il; i ++ ) {
 
             if ( i > 0 ) {
 
                 d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
 
             }
 
             this.lineDistances[ i ] = d;
 
         }
 
     },
 
     computeBoundingBox: function () {
 
         if ( this.boundingBox === null ) {
 
             this.boundingBox = new THREE.Box3();
 
         }
 
         this.boundingBox.setFromPoints( this.vertices );
 
     },
 
     computeBoundingSphere: function () {
 
         if ( this.boundingSphere === null ) {
 
             this.boundingSphere = new THREE.Sphere();
 
         }
 
         this.boundingSphere.setFromPoints( this.vertices );
 
     },
 
     /*
      * Checks for duplicate vertices with hashmap.
      * Duplicated vertices are removed
      * and faces' vertices are updated.
      */
 
     mergeVertices: function () {
 
         var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
         var unique = [], changes = [];
 
         var v, key;
         var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
         var precision = Math.pow( 10, precisionPoints );
         var i,il, face;
         var indices, k, j, jl, u;
 
         // reset cache of vertices as it now will be changing.
         this.__tmpVertices = undefined;
 
         for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
 
             v = this.vertices[ i ];
             key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
 
             if ( verticesMap[ key ] === undefined ) {
 
                 verticesMap[ key ] = i;
                 unique.push( this.vertices[ i ] );
                 changes[ i ] = unique.length - 1;
 
             } else {
 
                 //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
                 changes[ i ] = changes[ verticesMap[ key ] ];
 
             }
 
         };
 
 
         // if faces are completely degenerate after merging vertices, we
         // have to remove them from the geometry.
         var faceIndicesToRemove = [];
 
         for( i = 0, il = this.faces.length; i < il; i ++ ) {
 
             face = this.faces[ i ];
 
             face.a = changes[ face.a ];
             face.b = changes[ face.b ];
             face.c = changes[ face.c ];
 
             indices = [ face.a, face.b, face.c ];
 
             var dupIndex = -1;
 
             // if any duplicate vertices are found in a Face3
             // we have to remove the face as nothing can be saved
             for ( var n = 0; n < 3; n ++ ) {
                 if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
 
                     dupIndex = n;
                     faceIndicesToRemove.push( i );
                     break;
 
                 }
             }
 
         }
 
         for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
 
             this.faces.splice( i, 1 );
 
             for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
 
                 this.faceVertexUvs[ j ].splice( i, 1 );
 
             }
 
         }
 
         // Use unique set of vertices
 
         var diff = this.vertices.length - unique.length;
         this.vertices = unique;
         return diff;
 
     },
 
     clone: function () {
 
         var geometry = new THREE.Geometry();
 
         var vertices = this.vertices;
 
         for ( var i = 0, il = vertices.length; i < il; i ++ ) {
 
             geometry.vertices.push( vertices[ i ].clone() );
 
         }
 
         var faces = this.faces;
 
         for ( var i = 0, il = faces.length; i < il; i ++ ) {
 
             geometry.faces.push( faces[ i ].clone() );
 
         }
 
         var uvs = this.faceVertexUvs[ 0 ];
 
         for ( var i = 0, il = uvs.length; i < il; i ++ ) {
 
             var uv = uvs[ i ], uvCopy = [];
 
             for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
 
                 uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
 
             }
 
             geometry.faceVertexUvs[ 0 ].push( uvCopy );
 
         }
 
         return geometry;
 
     },
 
     dispose: function () {
 
         this.dispatchEvent( { type: 'dispose' } );
 
     }
 
 };
 
 THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
 
 THREE.GeometryIdCount = 0;
 
 /**
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.BufferGeometry = function () {
 
     this.id = THREE.GeometryIdCount ++;
     this.uuid = THREE.Math.generateUUID();
 
     this.name = '';
 
     // attributes
 
     this.attributes = {};
 
     // attributes typed arrays are kept only if dynamic flag is set
 
     this.dynamic = true;
 
     // offsets for chunks when using indexed elements
 
     this.offsets = [];
 
     // boundings
 
     this.boundingBox = null;
     this.boundingSphere = null;
 
     this.hasTangents = false;
 
     // for compatibility
 
     this.morphTargets = [];
 
 };
 
 THREE.BufferGeometry.prototype = {
 
     constructor: THREE.BufferGeometry,
 
     applyMatrix: function ( matrix ) {
 
         var positionArray;
         var normalArray;
 
         if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array;
         if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array;
 
         if ( positionArray !== undefined ) {
 
             matrix.multiplyVector3Array( positionArray );
             this.verticesNeedUpdate = true;
 
         }
 
         if ( normalArray !== undefined ) {
 
             var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
 
             normalMatrix.multiplyVector3Array( normalArray );
 
             this.normalizeNormals();
 
             this.normalsNeedUpdate = true;
 
         }
 
     },
 
     computeBoundingBox: function () {
 
         if ( this.boundingBox === null ) {
 
             this.boundingBox = new THREE.Box3();
 
         }
 
         var positions = this.attributes[ "position" ].array;
 
         if ( positions ) {
 
             var bb = this.boundingBox;
             var x, y, z;
 
             if( positions.length >= 3 ) {
                 bb.min.x = bb.max.x = positions[ 0 ];
                 bb.min.y = bb.max.y = positions[ 1 ];
                 bb.min.z = bb.max.z = positions[ 2 ];
             }
 
             for ( var i = 3, il = positions.length; i < il; i += 3 ) {
 
                 x = positions[ i ];
                 y = positions[ i + 1 ];
                 z = positions[ i + 2 ];
 
                 // bounding box
 
                 if ( x < bb.min.x ) {
 
                     bb.min.x = x;
 
                 } else if ( x > bb.max.x ) {
 
                     bb.max.x = x;
 
                 }
 
                 if ( y < bb.min.y ) {
 
                     bb.min.y = y;
 
                 } else if ( y > bb.max.y ) {
 
                     bb.max.y = y;
 
                 }
 
                 if ( z < bb.min.z ) {
 
                     bb.min.z = z;
 
                 } else if ( z > bb.max.z ) {
 
                     bb.max.z = z;
 
                 }
 
             }
 
         }
 
         if ( positions === undefined || positions.length === 0 ) {
 
             this.boundingBox.min.set( 0, 0, 0 );
             this.boundingBox.max.set( 0, 0, 0 );
 
         }
 
     },
 
     computeBoundingSphere: function () {
 
         var box = new THREE.Box3();
         var vector = new THREE.Vector3();
 
         return function () {
 
             if ( this.boundingSphere === null ) {
 
                 this.boundingSphere = new THREE.Sphere();
 
             }
 
             var positions = this.attributes[ "position" ].array;
 
             if ( positions ) {
 
                 var center = this.boundingSphere.center;
 
                 for ( var i = 0, il = positions.length; i < il; i += 3 ) {
 
                     vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
                     box.addPoint( vector );
 
                 }
 
                 box.center( center );
 
                 var maxRadiusSq = 0;
 
                 for ( var i = 0, il = positions.length; i < il; i += 3 ) {
 
                     vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
                     maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
 
                 }
 
                 this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
 
             }
 
         }
 
     }(),
 
     computeVertexNormals: function () {
 
         if ( this.attributes[ "position" ] ) {
 
             var i, il;
             var j, jl;
 
             var nVertexElements = this.attributes[ "position" ].array.length;
 
             if ( this.attributes[ "normal" ] === undefined ) {
 
                 this.attributes[ "normal" ] = {
 
                     itemSize: 3,
                     array: new Float32Array( nVertexElements )
 
                 };
 
             } else {
 
                 // reset existing normals to zero
 
                 for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) {
 
                     this.attributes[ "normal" ].array[ i ] = 0;
 
                 }
 
             }
 
             var positions = this.attributes[ "position" ].array;
             var normals = this.attributes[ "normal" ].array;
 
             var vA, vB, vC, x, y, z,
 
             pA = new THREE.Vector3(),
             pB = new THREE.Vector3(),
             pC = new THREE.Vector3(),
 
             cb = new THREE.Vector3(),
             ab = new THREE.Vector3();
 
             // indexed elements
 
             if ( this.attributes[ "index" ] ) {
 
                 var indices = this.attributes[ "index" ].array;
 
                 var offsets = this.offsets;
 
                 for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
 
                     var start = offsets[ j ].start;
                     var count = offsets[ j ].count;
                     var index = offsets[ j ].index;
 
                     for ( i = start, il = start + count; i < il; i += 3 ) {
 
                         vA = index + indices[ i ];
                         vB = index + indices[ i + 1 ];
                         vC = index + indices[ i + 2 ];
 
                         x = positions[ vA * 3 ];
                         y = positions[ vA * 3 + 1 ];
                         z = positions[ vA * 3 + 2 ];
                         pA.set( x, y, z );
 
                         x = positions[ vB * 3 ];
                         y = positions[ vB * 3 + 1 ];
                         z = positions[ vB * 3 + 2 ];
                         pB.set( x, y, z );
 
                         x = positions[ vC * 3 ];
                         y = positions[ vC * 3 + 1 ];
                         z = positions[ vC * 3 + 2 ];
                         pC.set( x, y, z );
 
                         cb.subVectors( pC, pB );
                         ab.subVectors( pA, pB );
                         cb.cross( ab );
 
                         normals[ vA * 3 ]     += cb.x;
                         normals[ vA * 3 + 1 ] += cb.y;
                         normals[ vA * 3 + 2 ] += cb.z;
 
                         normals[ vB * 3 ]     += cb.x;
                         normals[ vB * 3 + 1 ] += cb.y;
                         normals[ vB * 3 + 2 ] += cb.z;
 
                         normals[ vC * 3 ]     += cb.x;
                         normals[ vC * 3 + 1 ] += cb.y;
                         normals[ vC * 3 + 2 ] += cb.z;
 
                     }
 
                 }
 
             // non-indexed elements (unconnected triangle soup)
 
             } else {
 
                 for ( i = 0, il = positions.length; i < il; i += 9 ) {
 
                     x = positions[ i ];
                     y = positions[ i + 1 ];
                     z = positions[ i + 2 ];
                     pA.set( x, y, z );
 
                     x = positions[ i + 3 ];
                     y = positions[ i + 4 ];
                     z = positions[ i + 5 ];
                     pB.set( x, y, z );
 
                     x = positions[ i + 6 ];
                     y = positions[ i + 7 ];
                     z = positions[ i + 8 ];
                     pC.set( x, y, z );
 
                     cb.subVectors( pC, pB );
                     ab.subVectors( pA, pB );
                     cb.cross( ab );
 
                     normals[ i ] 	 = cb.x;
                     normals[ i + 1 ] = cb.y;
                     normals[ i + 2 ] = cb.z;
 
                     normals[ i + 3 ] = cb.x;
                     normals[ i + 4 ] = cb.y;
                     normals[ i + 5 ] = cb.z;
 
                     normals[ i + 6 ] = cb.x;
                     normals[ i + 7 ] = cb.y;
                     normals[ i + 8 ] = cb.z;
 
                 }
 
             }
 
             this.normalizeNormals();
 
             this.normalsNeedUpdate = true;
 
         }
 
     },
 
     normalizeNormals: function () {
 
         var normals = this.attributes[ "normal" ].array;
 
         var x, y, z, n;
 
         for ( var i = 0, il = normals.length; i < il; i += 3 ) {
 
             x = normals[ i ];
             y = normals[ i + 1 ];
             z = normals[ i + 2 ];
 
             n = 1.0 / Math.sqrt( x * x + y * y + z * z );
 
             normals[ i ] 	 *= n;
             normals[ i + 1 ] *= n;
             normals[ i + 2 ] *= n;
 
         }
 
     },
 
     computeTangents: function () {
 
         // based on http://www.terathon.com/code/tangent.html
         // (per vertex tangents)
 
         if ( this.attributes[ "index" ] === undefined ||
              this.attributes[ "position" ] === undefined ||
              this.attributes[ "normal" ] === undefined ||
              this.attributes[ "uv" ] === undefined ) {
 
             console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" );
             return;
 
         }
 
         var indices = this.attributes[ "index" ].array;
         var positions = this.attributes[ "position" ].array;
         var normals = this.attributes[ "normal" ].array;
         var uvs = this.attributes[ "uv" ].array;
 
         var nVertices = positions.length / 3;
 
         if ( this.attributes[ "tangent" ] === undefined ) {
 
             var nTangentElements = 4 * nVertices;
 
             this.attributes[ "tangent" ] = {
 
                 itemSize: 4,
                 array: new Float32Array( nTangentElements )
 
             };
 
         }
 
         var tangents = this.attributes[ "tangent" ].array;
 
         var tan1 = [], tan2 = [];
 
         for ( var k = 0; k < nVertices; k ++ ) {
 
             tan1[ k ] = new THREE.Vector3();
             tan2[ k ] = new THREE.Vector3();
 
         }
 
         var xA, yA, zA,
             xB, yB, zB,
             xC, yC, zC,
 
             uA, vA,
             uB, vB,
             uC, vC,
 
             x1, x2, y1, y2, z1, z2,
             s1, s2, t1, t2, r;
 
         var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
 
         function handleTriangle( a, b, c ) {
 
             xA = positions[ a * 3 ];
             yA = positions[ a * 3 + 1 ];
             zA = positions[ a * 3 + 2 ];
 
             xB = positions[ b * 3 ];
             yB = positions[ b * 3 + 1 ];
             zB = positions[ b * 3 + 2 ];
 
             xC = positions[ c * 3 ];
             yC = positions[ c * 3 + 1 ];
             zC = positions[ c * 3 + 2 ];
 
             uA = uvs[ a * 2 ];
             vA = uvs[ a * 2 + 1 ];
 
             uB = uvs[ b * 2 ];
             vB = uvs[ b * 2 + 1 ];
 
             uC = uvs[ c * 2 ];
             vC = uvs[ c * 2 + 1 ];
 
             x1 = xB - xA;
             x2 = xC - xA;
 
             y1 = yB - yA;
             y2 = yC - yA;
 
             z1 = zB - zA;
             z2 = zC - zA;
 
             s1 = uB - uA;
             s2 = uC - uA;
 
             t1 = vB - vA;
             t2 = vC - vA;
 
             r = 1.0 / ( s1 * t2 - s2 * t1 );
 
             sdir.set(
                 ( t2 * x1 - t1 * x2 ) * r,
                 ( t2 * y1 - t1 * y2 ) * r,
                 ( t2 * z1 - t1 * z2 ) * r
             );
 
             tdir.set(
                 ( s1 * x2 - s2 * x1 ) * r,
                 ( s1 * y2 - s2 * y1 ) * r,
                 ( s1 * z2 - s2 * z1 ) * r
             );
 
             tan1[ a ].add( sdir );
             tan1[ b ].add( sdir );
             tan1[ c ].add( sdir );
 
             tan2[ a ].add( tdir );
             tan2[ b ].add( tdir );
             tan2[ c ].add( tdir );
 
         }
 
         var i, il;
         var j, jl;
         var iA, iB, iC;
 
         var offsets = this.offsets;
 
         for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
 
             var start = offsets[ j ].start;
             var count = offsets[ j ].count;
             var index = offsets[ j ].index;
 
             for ( i = start, il = start + count; i < il; i += 3 ) {
 
                 iA = index + indices[ i ];
                 iB = index + indices[ i + 1 ];
                 iC = index + indices[ i + 2 ];
 
                 handleTriangle( iA, iB, iC );
 
             }
 
         }
 
         var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
         var n = new THREE.Vector3(), n2 = new THREE.Vector3();
         var w, t, test;
 
         function handleVertex( v ) {
 
             n.x = normals[ v * 3 ];
             n.y = normals[ v * 3 + 1 ];
             n.z = normals[ v * 3 + 2 ];
 
             n2.copy( n );
 
             t = tan1[ v ];
 
             // Gram-Schmidt orthogonalize
 
             tmp.copy( t );
             tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
 
             // Calculate handedness
 
             tmp2.crossVectors( n2, t );
             test = tmp2.dot( tan2[ v ] );
             w = ( test < 0.0 ) ? -1.0 : 1.0;
 
             tangents[ v * 4 ]     = tmp.x;
             tangents[ v * 4 + 1 ] = tmp.y;
             tangents[ v * 4 + 2 ] = tmp.z;
             tangents[ v * 4 + 3 ] = w;
 
         }
 
         for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
 
             var start = offsets[ j ].start;
             var count = offsets[ j ].count;
             var index = offsets[ j ].index;
 
             for ( i = start, il = start + count; i < il; i += 3 ) {
 
                 iA = index + indices[ i ];
                 iB = index + indices[ i + 1 ];
                 iC = index + indices[ i + 2 ];
 
                 handleVertex( iA );
                 handleVertex( iB );
                 handleVertex( iC );
 
             }
 
         }
 
         this.hasTangents = true;
         this.tangentsNeedUpdate = true;
 
     },
 
     dispose: function () {
 
         this.dispatchEvent( { type: 'dispose' } );
 
     }
 
 };
 
 THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author mikael emtinger / http://gomo.se/
  * @author WestLangley / http://github.com/WestLangley
 */
 
 THREE.Camera = function () {
 
     THREE.Object3D.call( this );
 
     this.matrixWorldInverse = new THREE.Matrix4();
 
     this.projectionMatrix = new THREE.Matrix4();
     this.projectionMatrixInverse = new THREE.Matrix4();
 
 };
 
 THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
 
 THREE.Camera.prototype.lookAt = function () {
 
     // This routine does not support cameras with rotated and/or translated parent(s)
 
     var m1 = new THREE.Matrix4();
 
     return function ( vector ) {
 
         m1.lookAt( this.position, vector, this.up );
 
         this.quaternion.setFromRotationMatrix( m1 );
 
     };
 
 }();
 
 THREE.Camera.prototype.clone = function (camera) {
 
     if ( camera === undefined ) camera = new THREE.Camera();
 
     THREE.Object3D.prototype.clone.call( this, camera );
 
     camera.matrixWorldInverse.copy( this.matrixWorldInverse );
     camera.projectionMatrix.copy( this.projectionMatrix );
     camera.projectionMatrixInverse.copy( this.projectionMatrixInverse );
 
     return camera;
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
 
     THREE.Camera.call( this );
 
     this.left = left;
     this.right = right;
     this.top = top;
     this.bottom = bottom;
 
     this.near = ( near !== undefined ) ? near : 0.1;
     this.far = ( far !== undefined ) ? far : 2000;
 
     this.updateProjectionMatrix();
 
 };
 
 THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
 
 THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
 
     this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
 
 };
 
 THREE.OrthographicCamera.prototype.clone = function () {
 
     var camera = new THREE.OrthographicCamera();
 
     THREE.Camera.prototype.clone.call( this, camera );
 
     camera.left = this.left;
     camera.right = this.right;
     camera.top = this.top;
     camera.bottom = this.bottom;
     
     camera.near = this.near;
     camera.far = this.far;
 
     return camera;
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author greggman / http://games.greggman.com/
  * @author zz85 / http://www.lab4games.net/zz85/blog
  */
 
 THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
 
     THREE.Camera.call( this );
 
     this.fov = fov !== undefined ? fov : 50;
     this.aspect = aspect !== undefined ? aspect : 1;
     this.near = near !== undefined ? near : 0.1;
     this.far = far !== undefined ? far : 2000;
 
     this.updateProjectionMatrix();
 
 };
 
 THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
 
 
 /**
  * Uses Focal Length (in mm) to estimate and set FOV
  * 35mm (fullframe) camera is used if frame size is not specified;
  * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
  */
 
 THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
 
     if ( frameHeight === undefined ) frameHeight = 24;
 
     this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
     this.updateProjectionMatrix();
 
 }
 
 
 /**
  * Sets an offset in a larger frustum. This is useful for multi-window or
  * multi-monitor/multi-machine setups.
  *
  * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  * the monitors are in grid like this
  *
  *   +---+---+---+
  *   | A | B | C |
  *   +---+---+---+
  *   | D | E | F |
  *   +---+---+---+
  *
  * then for each monitor you would call it like this
  *
  *   var w = 1920;
  *   var h = 1080;
  *   var fullWidth = w * 3;
  *   var fullHeight = h * 2;
  *
  *   --A--
  *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  *   --B--
  *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  *   --C--
  *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  *   --D--
  *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  *   --E--
  *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  *   --F--
  *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  *
  *   Note there is no reason monitors have to be the same size or in a grid.
  */
 
 THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
 
     this.fullWidth = fullWidth;
     this.fullHeight = fullHeight;
     this.x = x;
     this.y = y;
     this.width = width;
     this.height = height;
 
     this.updateProjectionMatrix();
 
 };
 
 
 THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
 
     if ( this.fullWidth ) {
 
         var aspect = this.fullWidth / this.fullHeight;
         var top = Math.tan( THREE.Math.degToRad( this.fov * 0.5 ) ) * this.near;
         var bottom = -top;
         var left = aspect * bottom;
         var right = aspect * top;
         var width = Math.abs( right - left );
         var height = Math.abs( top - bottom );
 
         this.projectionMatrix.makeFrustum(
             left + this.x * width / this.fullWidth,
             left + ( this.x + this.width ) * width / this.fullWidth,
             top - ( this.y + this.height ) * height / this.fullHeight,
             top - this.y * height / this.fullHeight,
             this.near,
             this.far
         );
 
     } else {
 
         this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
 
     }
 
 };
 
 THREE.PerspectiveCamera.prototype.clone = function () {
 
     var camera = new THREE.PerspectiveCamera();
 
     THREE.Camera.prototype.clone.call( this, camera );
 
     camera.fov = this.fov;
     camera.aspect = this.aspect;
     camera.near = this.near;
     camera.far = this.far;
 
     return camera;
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  */
  
 THREE.Light = function ( hex ) {
 
     THREE.Object3D.call( this );
 
     this.color = new THREE.Color( hex );
 
 };
 
 THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
 
 THREE.Light.prototype.clone = function ( light ) {
 
     if ( light === undefined ) light = new THREE.Light();
 
     THREE.Object3D.prototype.clone.call( this, light );
 
     light.color.copy( this.color );
 
     return light;
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.AmbientLight = function ( hex ) {
 
     THREE.Light.call( this, hex );
 
 };
 
 THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
 
 THREE.AmbientLight.prototype.clone = function () {
 
     var light = new THREE.AmbientLight();
 
     THREE.Light.prototype.clone.call( this, light );
 
     return light;
 
 };
 
 /**
  * @author MPanknin / http://www.redplant.de/
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.AreaLight = function ( hex, intensity ) {
 
     THREE.Light.call( this, hex );
 
     this.normal = new THREE.Vector3( 0, -1, 0 );
     this.right = new THREE.Vector3( 1, 0, 0 );
 
     this.intensity = ( intensity !== undefined ) ? intensity : 1;
 
     this.width = 1.0;
     this.height = 1.0;
 
     this.constantAttenuation = 1.5;
     this.linearAttenuation = 0.5;
     this.quadraticAttenuation = 0.1;
 
 };
 
 THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
 
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.DirectionalLight = function ( hex, intensity ) {
 
     THREE.Light.call( this, hex );
 
     this.position.set( 0, 1, 0 );
     this.target = new THREE.Object3D();
 
     this.intensity = ( intensity !== undefined ) ? intensity : 1;
 
     this.castShadow = false;
     this.onlyShadow = false;
 
     //
 
     this.shadowCameraNear = 50;
     this.shadowCameraFar = 5000;
 
     this.shadowCameraLeft = -500;
     this.shadowCameraRight = 500;
     this.shadowCameraTop = 500;
     this.shadowCameraBottom = -500;
 
     this.shadowCameraVisible = false;
 
     this.shadowBias = 0;
     this.shadowDarkness = 0.5;
 
     this.shadowMapWidth = 512;
     this.shadowMapHeight = 512;
 
     //
 
     this.shadowCascade = false;
 
     this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 );
     this.shadowCascadeCount = 2;
 
     this.shadowCascadeBias = [ 0, 0, 0 ];
     this.shadowCascadeWidth = [ 512, 512, 512 ];
     this.shadowCascadeHeight = [ 512, 512, 512 ];
 
     this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ];
     this.shadowCascadeFarZ  = [  0.990, 0.998, 1.000 ];
 
     this.shadowCascadeArray = [];
 
     //
 
     this.shadowMap = null;
     this.shadowMapSize = null;
     this.shadowCamera = null;
     this.shadowMatrix = null;
 
 };
 
 THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
 
 THREE.DirectionalLight.prototype.clone = function () {
 
     var light = new THREE.DirectionalLight();
 
     THREE.Light.prototype.clone.call( this, light );
 
     light.target = this.target.clone();
 
     light.intensity = this.intensity;
 
     light.castShadow = this.castShadow;
     light.onlyShadow = this.onlyShadow;
 
     return light;
 
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.HemisphereLight = function ( skyColorHex, groundColorHex, intensity ) {
 
     THREE.Light.call( this, skyColorHex );
 
     this.position.set( 0, 100, 0 );
 
     this.groundColor = new THREE.Color( groundColorHex );
     this.intensity = ( intensity !== undefined ) ? intensity : 1;
 
 };
 
 THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
 
 THREE.HemisphereLight.prototype.clone = function () {
 
     var light = new THREE.HemisphereLight();
 
     THREE.Light.prototype.clone.call( this, light );
 
     light.groundColor.copy( this.groundColor );
     light.intensity = this.intensity;
 
     return light;
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.PointLight = function ( hex, intensity, distance ) {
 
     THREE.Light.call( this, hex );
 
     this.intensity = ( intensity !== undefined ) ? intensity : 1;
     this.distance = ( distance !== undefined ) ? distance : 0;
 
 };
 
 THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
 
 THREE.PointLight.prototype.clone = function () {
 
     var light = new THREE.PointLight();
 
     THREE.Light.prototype.clone.call( this, light );
 
     light.intensity = this.intensity;
     light.distance = this.distance;
 
     return light;
 
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.SpotLight = function ( hex, intensity, distance, angle, exponent ) {
 
     THREE.Light.call( this, hex );
 
     this.position.set( 0, 1, 0 );
     this.target = new THREE.Object3D();
 
     this.intensity = ( intensity !== undefined ) ? intensity : 1;
     this.distance = ( distance !== undefined ) ? distance : 0;
     this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
     this.exponent = ( exponent !== undefined ) ? exponent : 10;
 
     this.castShadow = false;
     this.onlyShadow = false;
 
     //
 
     this.shadowCameraNear = 50;
     this.shadowCameraFar = 5000;
     this.shadowCameraFov = 50;
 
     this.shadowCameraVisible = false;
 
     this.shadowBias = 0;
     this.shadowDarkness = 0.5;
 
     this.shadowMapWidth = 512;
     this.shadowMapHeight = 512;
 
     //
 
     this.shadowMap = null;
     this.shadowMapSize = null;
     this.shadowCamera = null;
     this.shadowMatrix = null;
 
 };
 
 THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
 
 THREE.SpotLight.prototype.clone = function () {
 
     var light = new THREE.SpotLight();
 
     THREE.Light.prototype.clone.call( this, light );
 
     light.target = this.target.clone();
 
     light.intensity = this.intensity;
     light.distance = this.distance;
     light.angle = this.angle;
     light.exponent = this.exponent;
 
     light.castShadow = this.castShadow;
     light.onlyShadow = this.onlyShadow;
 
     return light;
 
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.Loader = function ( showStatus ) {
 
     this.showStatus = showStatus;
     this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
 
     this.onLoadStart = function () {};
     this.onLoadProgress = function () {};
     this.onLoadComplete = function () {};
 
 };
 
 THREE.Loader.prototype = {
 
     constructor: THREE.Loader,
 
     crossOrigin: 'anonymous',
 
     addStatusElement: function () {
 
         var e = document.createElement( "div" );
 
         e.style.position = "absolute";
         e.style.right = "0px";
         e.style.top = "0px";
         e.style.fontSize = "0.8em";
         e.style.textAlign = "left";
         e.style.background = "rgba(0,0,0,0.25)";
         e.style.color = "#fff";
         e.style.width = "120px";
         e.style.padding = "0.5em 0.5em 0.5em 0.5em";
         e.style.zIndex = 1000;
 
         e.innerHTML = "Loading ...";
 
         return e;
 
     },
 
     updateProgress: function ( progress ) {
 
         var message = "Loaded ";
 
         if ( progress.total ) {
 
             message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";
 
 
         } else {
 
             message += ( progress.loaded / 1000 ).toFixed(2) + " KB";
 
         }
 
         this.statusDomElement.innerHTML = message;
 
     },
 
     extractUrlBase: function ( url ) {
 
         var parts = url.split( '/' );
         parts.pop();
         return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
 
     },
 
     initMaterials: function ( materials, texturePath ) {
 
         var array = [];
 
         for ( var i = 0; i < materials.length; ++ i ) {
 
             array[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath );
 
         }
 
         return array;
 
     },
 
     needsTangents: function ( materials ) {
 
         for( var i = 0, il = materials.length; i < il; i ++ ) {
 
             var m = materials[ i ];
 
             if ( m instanceof THREE.ShaderMaterial ) return true;
 
         }
 
         return false;
 
     },
 
     createMaterial: function ( m, texturePath ) {
 
         var _this = this;
 
         function is_pow2( n ) {
 
             var l = Math.log( n ) / Math.LN2;
             return Math.floor( l ) == l;
 
         }
 
         function nearest_pow2( n ) {
 
             var l = Math.log( n ) / Math.LN2;
             return Math.pow( 2, Math.round(  l ) );
 
         }
 
         function load_image( where, url ) {
 
             var image = new Image();
 
             image.onload = function () {
 
                 if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) {
 
                     var width = nearest_pow2( this.width );
                     var height = nearest_pow2( this.height );
 
                     where.image.width = width;
                     where.image.height = height;
                     where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height );
 
                 } else {
 
                     where.image = this;
 
                 }
 
                 where.needsUpdate = true;
 
             };
 
             image.crossOrigin = _this.crossOrigin;
             image.src = url;
 
         }
 
         function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
 
             var isCompressed = /\.dds$/i.test( sourceFile );
             var fullPath = texturePath + "/" + sourceFile;
 
             if ( isCompressed ) {
 
                 var texture = THREE.ImageUtils.loadCompressedTexture( fullPath );
 
                 where[ name ] = texture;
 
             } else {
 
                 var texture = document.createElement( 'canvas' );
 
                 where[ name ] = new THREE.Texture( texture );
 
             }
 
             where[ name ].sourceFile = sourceFile;
 
             if( repeat ) {
 
                 where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] );
 
                 if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping;
                 if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping;
 
             }
 
             if ( offset ) {
 
                 where[ name ].offset.set( offset[ 0 ], offset[ 1 ] );
 
             }
 
             if ( wrap ) {
 
                 var wrapMap = {
                     "repeat": THREE.RepeatWrapping,
                     "mirror": THREE.MirroredRepeatWrapping
                 }
 
                 if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ];
                 if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ];
 
             }
 
             if ( anisotropy ) {
 
                 where[ name ].anisotropy = anisotropy;
 
             }
 
             if ( ! isCompressed ) {
 
                 load_image( where[ name ], fullPath );
 
             }
 
         }
 
         function rgb2hex( rgb ) {
 
             return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
 
         }
 
         // defaults
 
         var mtype = "MeshLambertMaterial";
         var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
 
         // parameters from model file
 
         if ( m.shading ) {
 
             var shading = m.shading.toLowerCase();
 
             if ( shading === "phong" ) mtype = "MeshPhongMaterial";
             else if ( shading === "basic" ) mtype = "MeshBasicMaterial";
 
         }
 
         if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
 
             mpars.blending = THREE[ m.blending ];
 
         }
 
         if ( m.transparent !== undefined || m.opacity < 1.0 ) {
 
             mpars.transparent = m.transparent;
 
         }
 
         if ( m.depthTest !== undefined ) {
 
             mpars.depthTest = m.depthTest;
 
         }
 
         if ( m.depthWrite !== undefined ) {
 
             mpars.depthWrite = m.depthWrite;
 
         }
 
         if ( m.visible !== undefined ) {
 
             mpars.visible = m.visible;
 
         }
 
         if ( m.flipSided !== undefined ) {
 
             mpars.side = THREE.BackSide;
 
         }
 
         if ( m.doubleSided !== undefined ) {
 
             mpars.side = THREE.DoubleSide;
 
         }
 
         if ( m.wireframe !== undefined ) {
 
             mpars.wireframe = m.wireframe;
 
         }
 
         if ( m.vertexColors !== undefined ) {
 
             if ( m.vertexColors === "face" ) {
 
                 mpars.vertexColors = THREE.FaceColors;
 
             } else if ( m.vertexColors ) {
 
                 mpars.vertexColors = THREE.VertexColors;
 
             }
 
         }
 
         // colors
 
         if ( m.colorDiffuse ) {
 
             mpars.color = rgb2hex( m.colorDiffuse );
 
         } else if ( m.DbgColor ) {
 
             mpars.color = m.DbgColor;
 
         }
 
         if ( m.colorSpecular ) {
 
             mpars.specular = rgb2hex( m.colorSpecular );
 
         }
 
         if ( m.colorAmbient ) {
 
             mpars.ambient = rgb2hex( m.colorAmbient );
 
         }
 
         // modifiers
 
         if ( m.transparency ) {
 
             mpars.opacity = m.transparency;
 
         }
 
         if ( m.specularCoef ) {
 
             mpars.shininess = m.specularCoef;
 
         }
 
         // textures
 
         if ( m.mapDiffuse && texturePath ) {
 
             create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
 
         }
 
         if ( m.mapLight && texturePath ) {
 
             create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
 
         }
 
         if ( m.mapBump && texturePath ) {
 
             create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
 
         }
 
         if ( m.mapNormal && texturePath ) {
 
             create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
 
         }
 
         if ( m.mapSpecular && texturePath ) {
 
             create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
 
         }
 
         //
 
         if ( m.mapBumpScale ) {
 
             mpars.bumpScale = m.mapBumpScale;
 
         }
 
         // special case for normal mapped material
 
         if ( m.mapNormal ) {
 
             var shader = THREE.ShaderLib[ "normalmap" ];
             var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
 
             uniforms[ "tNormal" ].value = mpars.normalMap;
 
             if ( m.mapNormalFactor ) {
 
                 uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor );
 
             }
 
             if ( mpars.map ) {
 
                 uniforms[ "tDiffuse" ].value = mpars.map;
                 uniforms[ "enableDiffuse" ].value = true;
 
             }
 
             if ( mpars.specularMap ) {
 
                 uniforms[ "tSpecular" ].value = mpars.specularMap;
                 uniforms[ "enableSpecular" ].value = true;
 
             }
 
             if ( mpars.lightMap ) {
 
                 uniforms[ "tAO" ].value = mpars.lightMap;
                 uniforms[ "enableAO" ].value = true;
 
             }
 
             // for the moment don't handle displacement texture
 
             uniforms[ "uDiffuseColor" ].value.setHex( mpars.color );
             uniforms[ "uSpecularColor" ].value.setHex( mpars.specular );
             uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient );
 
             uniforms[ "uShininess" ].value = mpars.shininess;
 
             if ( mpars.opacity !== undefined ) {
 
                 uniforms[ "uOpacity" ].value = mpars.opacity;
 
             }
 
             var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
             var material = new THREE.ShaderMaterial( parameters );
 
             if ( mpars.transparent ) {
 
                 material.transparent = true;
 
             }
 
         } else {
 
             var material = new THREE[ mtype ]( mpars );
 
         }
 
         if ( m.DbgName !== undefined ) material.name = m.DbgName;
 
         return material;
 
     }
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.XHRLoader = function ( manager ) {
 
     this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
 
 };
 
 THREE.XHRLoader.prototype = {
 
     constructor: THREE.XHRLoader,
 
     load: function ( url, onLoad, onProgress, onError ) {
 
         var scope = this;
         var request = new XMLHttpRequest();
 
         if ( onLoad !== undefined ) {
 
             request.addEventListener( 'load', function ( event ) {
 
                 onLoad( event.target.responseText );
                 scope.manager.itemEnd( url );
 
             }, false );
 
         }
 
         if ( onProgress !== undefined ) {
 
             request.addEventListener( 'progress', function ( event ) {
 
                 onProgress( event );
 
             }, false );
 
         }
 
         if ( onError !== undefined ) {
 
             request.addEventListener( 'error', function ( event ) {
 
                 onError( event );
 
             }, false );
 
         }
 
         if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
 
         request.open( 'GET', url, true );
         request.send( null );
 
         scope.manager.itemStart( url );
 
     },
 
     setCrossOrigin: function ( value ) {
 
         this.crossOrigin = value;
 
     }
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.ImageLoader = function ( manager ) {
 
     this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
 
 };
 
 THREE.ImageLoader.prototype = {
 
     constructor: THREE.ImageLoader,
 
     load: function ( url, onLoad, onProgress, onError ) {
 
         var scope = this;
         var image = document.createElement( 'img' );
 
         if ( onLoad !== undefined ) {
 
             image.addEventListener( 'load', function ( event ) {
 
                 scope.manager.itemEnd( url );
                 onLoad( this );
 
             }, false );
 
         }
 
         if ( onProgress !== undefined ) {
 
             image.addEventListener( 'progress', function ( event ) {
 
                 onProgress( event );
 
             }, false );
 
         }
 
         if ( onError !== undefined ) {
 
             image.addEventListener( 'error', function ( event ) {
 
                 onError( event );
 
             }, false );
 
         }
 
         if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
 
         image.src = url;
 
         scope.manager.itemStart( url );
 
     },
 
     setCrossOrigin: function ( value ) {
 
         this.crossOrigin = value;
 
     }
 
 }
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.JSONLoader = function ( showStatus ) {
 
     THREE.Loader.call( this, showStatus );
 
     this.withCredentials = false;
 
 };
 
 THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
 
 THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
 
     var scope = this;
 
     // todo: unify load API to for easier SceneLoader use
 
     texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
 
     this.onLoadStart();
     this.loadAjaxJSON( this, url, callback, texturePath );
 
 };
 
 THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
 
     var xhr = new XMLHttpRequest();
 
     var length = 0;
 
     xhr.onreadystatechange = function () {
 
         if ( xhr.readyState === xhr.DONE ) {
 
             if ( xhr.status === 200 || xhr.status === 0 ) {
 
                 if ( xhr.responseText ) {
 
                     var json = JSON.parse( xhr.responseText );
                     var result = context.parse( json, texturePath );
                     callback( result.geometry, result.materials );
 
                 } else {
 
                     console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" );
 
                 }
 
                 // in context of more complex asset initialization
                 // do not block on single failed file
                 // maybe should go even one more level up
 
                 context.onLoadComplete();
 
             } else {
 
                 console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
 
             }
 
         } else if ( xhr.readyState === xhr.LOADING ) {
 
             if ( callbackProgress ) {
 
                 if ( length === 0 ) {
 
                     length = xhr.getResponseHeader( "Content-Length" );
 
                 }
 
                 callbackProgress( { total: length, loaded: xhr.responseText.length } );
 
             }
 
         } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
 
             if ( callbackProgress !== undefined ) {
 
                 length = xhr.getResponseHeader( "Content-Length" );
 
             }
 
         }
 
     };
 
     xhr.open( "GET", url, true );
     xhr.withCredentials = this.withCredentials;
     xhr.send( null );
 
 };
 
 THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
 
     var scope = this,
     geometry = new THREE.Geometry(),
     scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
 
     parseModel( scale );
 
     parseSkin();
     parseMorphing( scale );
 
     geometry.computeCentroids();
     geometry.computeFaceNormals();
     geometry.computeBoundingSphere();
 
     function parseModel( scale ) {
 
         function isBitSet( value, position ) {
 
             return value & ( 1 << position );
 
         }
 
         var i, j, fi,
 
         offset, zLength,
 
         colorIndex, normalIndex, uvIndex, materialIndex,
 
         type,
         isQuad,
         hasMaterial,
         hasFaceVertexUv,
         hasFaceNormal, hasFaceVertexNormal,
         hasFaceColor, hasFaceVertexColor,
 
         vertex, face, faceA, faceB, color, hex, normal,
 
         uvLayer, uv, u, v,
 
         faces = json.faces,
         vertices = json.vertices,
         normals = json.normals,
         colors = json.colors,
 
         nUvLayers = 0;
 
         if ( json.uvs !== undefined ) {
 
             // disregard empty arrays
 
             for ( i = 0; i < json.uvs.length; i++ ) {
 
                 if ( json.uvs[ i ].length ) nUvLayers ++;
 
             }
 
             for ( i = 0; i < nUvLayers; i++ ) {
 
                 geometry.faceVertexUvs[ i ] = [];
 
             }
 
         }
 
         offset = 0;
         zLength = vertices.length;
 
         while ( offset < zLength ) {
 
             vertex = new THREE.Vector3();
 
             vertex.x = vertices[ offset ++ ] * scale;
             vertex.y = vertices[ offset ++ ] * scale;
             vertex.z = vertices[ offset ++ ] * scale;
 
             geometry.vertices.push( vertex );
 
         }
 
         offset = 0;
         zLength = faces.length;
 
         while ( offset < zLength ) {
 
             type = faces[ offset ++ ];
 
 
             isQuad              = isBitSet( type, 0 );
             hasMaterial         = isBitSet( type, 1 );
             hasFaceVertexUv     = isBitSet( type, 3 );
             hasFaceNormal       = isBitSet( type, 4 );
             hasFaceVertexNormal = isBitSet( type, 5 );
             hasFaceColor	    = isBitSet( type, 6 );
             hasFaceVertexColor  = isBitSet( type, 7 );
 
             // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
 
             if ( isQuad ) {
 
                 faceA = new THREE.Face3();
                 faceA.a = faces[ offset ];
                 faceA.b = faces[ offset + 1 ];
                 faceA.c = faces[ offset + 3 ];
 
                 faceB = new THREE.Face3();
                 faceB.a = faces[ offset + 1 ];
                 faceB.b = faces[ offset + 2 ];
                 faceB.c = faces[ offset + 3 ];
 
                 offset += 4;
 
                 if ( hasMaterial ) {
 
                     materialIndex = faces[ offset ++ ];
                     faceA.materialIndex = materialIndex;
                     faceB.materialIndex = materialIndex;
 
                 }
 
                 // to get face <=> uv index correspondence
 
                 fi = geometry.faces.length;
 
                 if ( hasFaceVertexUv ) {
 
                     for ( i = 0; i < nUvLayers; i++ ) {
 
                         uvLayer = json.uvs[ i ];
 
                         geometry.faceVertexUvs[ i ][ fi ] = [];
                         geometry.faceVertexUvs[ i ][ fi + 1 ] = []
 
                         for ( j = 0; j < 4; j ++ ) {
 
                             uvIndex = faces[ offset ++ ];
 
                             u = uvLayer[ uvIndex * 2 ];
                             v = uvLayer[ uvIndex * 2 + 1 ];
 
                             uv = new THREE.Vector2( u, v );
 
                             if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
                             if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
 
                         }
 
                     }
 
                 }
 
                 if ( hasFaceNormal ) {
 
                     normalIndex = faces[ offset ++ ] * 3;
 
                     faceA.normal.set(
                         normals[ normalIndex ++ ],
                         normals[ normalIndex ++ ],
                         normals[ normalIndex ]
                     );
 
                     faceB.normal.copy( faceA.normal );
 
                 }
 
                 if ( hasFaceVertexNormal ) {
 
                     for ( i = 0; i < 4; i++ ) {
 
                         normalIndex = faces[ offset ++ ] * 3;
 
                         normal = new THREE.Vector3(
                             normals[ normalIndex ++ ],
                             normals[ normalIndex ++ ],
                             normals[ normalIndex ]
                         );
 
 
                         if ( i !== 2 ) faceA.vertexNormals.push( normal );
                         if ( i !== 0 ) faceB.vertexNormals.push( normal );
 
                     }
 
                 }
 
 
                 if ( hasFaceColor ) {
 
                     colorIndex = faces[ offset ++ ];
                     hex = colors[ colorIndex ];
 
                     faceA.color.setHex( hex );
                     faceB.color.setHex( hex );
 
                 }
 
 
                 if ( hasFaceVertexColor ) {
 
                     for ( i = 0; i < 4; i++ ) {
 
                         colorIndex = faces[ offset ++ ];
                         hex = colors[ colorIndex ];
 
                         if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
                         if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
 
                     }
 
                 }
 
                 geometry.faces.push( faceA );
                 geometry.faces.push( faceB );
 
             } else {
 
                 face = new THREE.Face3();
                 face.a = faces[ offset ++ ];
                 face.b = faces[ offset ++ ];
                 face.c = faces[ offset ++ ];
 
                 if ( hasMaterial ) {
 
                     materialIndex = faces[ offset ++ ];
                     face.materialIndex = materialIndex;
 
                 }
 
                 // to get face <=> uv index correspondence
 
                 fi = geometry.faces.length;
 
                 if ( hasFaceVertexUv ) {
 
                     for ( i = 0; i < nUvLayers; i++ ) {
 
                         uvLayer = json.uvs[ i ];
 
                         geometry.faceVertexUvs[ i ][ fi ] = [];
 
                         for ( j = 0; j < 3; j ++ ) {
 
                             uvIndex = faces[ offset ++ ];
 
                             u = uvLayer[ uvIndex * 2 ];
                             v = uvLayer[ uvIndex * 2 + 1 ];
 
                             uv = new THREE.Vector2( u, v );
 
                             geometry.faceVertexUvs[ i ][ fi ].push( uv );
 
                         }
 
                     }
 
                 }
 
                 if ( hasFaceNormal ) {
 
                     normalIndex = faces[ offset ++ ] * 3;
 
                     face.normal.set(
                         normals[ normalIndex ++ ],
                         normals[ normalIndex ++ ],
                         normals[ normalIndex ]
                     );
 
                 }
 
                 if ( hasFaceVertexNormal ) {
 
                     for ( i = 0; i < 3; i++ ) {
 
                         normalIndex = faces[ offset ++ ] * 3;
 
                         normal = new THREE.Vector3(
                             normals[ normalIndex ++ ],
                             normals[ normalIndex ++ ],
                             normals[ normalIndex ]
                         );
 
                         face.vertexNormals.push( normal );
 
                     }
 
                 }
 
 
                 if ( hasFaceColor ) {
 
                     colorIndex = faces[ offset ++ ];
                     face.color.setHex( colors[ colorIndex ] );
 
                 }
 
 
                 if ( hasFaceVertexColor ) {
 
                     for ( i = 0; i < 3; i++ ) {
 
                         colorIndex = faces[ offset ++ ];
                         face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
 
                     }
 
                 }
 
                 geometry.faces.push( face );
 
             }
 
         }
 
     };
 
     function parseSkin() {
 
         var i, l, x, y, z, w, a, b, c, d;
 
         if ( json.skinWeights ) {
 
             for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) {
 
                 x = json.skinWeights[ i     ];
                 y = json.skinWeights[ i + 1 ];
                 z = 0;
                 w = 0;
 
                 geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
 
             }
 
         }
 
         if ( json.skinIndices ) {
 
             for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) {
 
                 a = json.skinIndices[ i     ];
                 b = json.skinIndices[ i + 1 ];
                 c = 0;
                 d = 0;
 
                 geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
 
             }
 
         }
 
         geometry.bones = json.bones;
         geometry.animation = json.animation;
 
     };
 
     function parseMorphing( scale ) {
 
         if ( json.morphTargets !== undefined ) {
 
             var i, l, v, vl, dstVertices, srcVertices;
 
             for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
 
                 geometry.morphTargets[ i ] = {};
                 geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
                 geometry.morphTargets[ i ].vertices = [];
 
                 dstVertices = geometry.morphTargets[ i ].vertices;
                 srcVertices = json.morphTargets [ i ].vertices;
 
                 for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
 
                     var vertex = new THREE.Vector3();
                     vertex.x = srcVertices[ v ] * scale;
                     vertex.y = srcVertices[ v + 1 ] * scale;
                     vertex.z = srcVertices[ v + 2 ] * scale;
 
                     dstVertices.push( vertex );
 
                 }
 
             }
 
         }
 
         if ( json.morphColors !== undefined ) {
 
             var i, l, c, cl, dstColors, srcColors, color;
 
             for ( i = 0, l = json.morphColors.length; i < l; i++ ) {
 
                 geometry.morphColors[ i ] = {};
                 geometry.morphColors[ i ].name = json.morphColors[ i ].name;
                 geometry.morphColors[ i ].colors = [];
 
                 dstColors = geometry.morphColors[ i ].colors;
                 srcColors = json.morphColors [ i ].colors;
 
                 for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
 
                     color = new THREE.Color( 0xffaa00 );
                     color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
                     dstColors.push( color );
 
                 }
 
             }
 
         }
 
     };
 
     if ( json.materials === undefined ) {
 
         return { geometry: geometry };
 
     } else {
 
         var materials = this.initMaterials( json.materials, texturePath );
 
         if ( this.needsTangents( materials ) ) {
 
             geometry.computeTangents();
 
         }
 
         return { geometry: geometry, materials: materials };
 
     }
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
 
     var scope = this;
 
     var loaded = 0, total = 0;
 
     this.onLoad = onLoad;
     this.onProgress = onProgress;
     this.onError = onError;
 
     this.itemStart = function ( url ) {
 
         total ++;
 
     };
 
     this.itemEnd = function ( url ) {
 
         loaded ++;
 
         if ( scope.onProgress !== undefined ) {
 
             scope.onProgress( url, loaded, total );
 
         }
 
         if ( loaded === total && scope.onLoad !== undefined ) {
 
             scope.onLoad();
 
         }
 
     };
 
 };
 
 THREE.DefaultLoadingManager = new THREE.LoadingManager();
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.BufferGeometryLoader = function ( manager ) {
 
     this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
 
 };
 
 THREE.BufferGeometryLoader.prototype = {
 
     constructor: THREE.BufferGeometryLoader,
 
     load: function ( url, onLoad, onProgress, onError ) {
 
         var scope = this;
 
         var loader = new THREE.XHRLoader();
         loader.setCrossOrigin( this.crossOrigin );
         loader.load( url, function ( text ) {
 
             onLoad( scope.parse( JSON.parse( text ) ) );
 
         } );
 
     },
 
     setCrossOrigin: function ( value ) {
 
         this.crossOrigin = value;
 
     },
 
     parse: function ( json ) {
 
         var geometry = new THREE.BufferGeometry();
 
         var attributes = json.attributes;
         var offsets = json.offsets;
         var boundingSphere = json.boundingSphere;
 
         for ( var key in attributes ) {
 
             var attribute = attributes[ key ];
 
             geometry.attributes[ key ] = {
                 itemSize: attribute.itemSize,
                 array: new self[ attribute.type ]( attribute.array )
             }
 
         }
 
         if ( offsets !== undefined ) {
 
             geometry.offsets = JSON.parse( JSON.stringify( offsets ) );
 
         }
 
         if ( boundingSphere !== undefined ) {
 
             geometry.boundingSphere = new THREE.Sphere(
                 new THREE.Vector3().fromArray( boundingSphere.center !== undefined ? boundingSphere.center : [ 0, 0, 0 ] ),
                 boundingSphere.radius
             );
 
         }
 
         return geometry;
 
     }
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.GeometryLoader = function ( manager ) {
 
     this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
 
 };
 
 THREE.GeometryLoader.prototype = {
 
     constructor: THREE.GeometryLoader,
 
     load: function ( url, onLoad, onProgress, onError ) {
 
         var scope = this;
 
         var loader = new THREE.XHRLoader();
         loader.setCrossOrigin( this.crossOrigin );
         loader.load( url, function ( text ) {
 
             onLoad( scope.parse( JSON.parse( text ) ) );
 
         } );
 
     },
 
     setCrossOrigin: function ( value ) {
 
         this.crossOrigin = value;
 
     },
 
     parse: function ( json ) {
 
         
 
     }
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.MaterialLoader = function ( manager ) {
 
     this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
 
 };
 
 THREE.MaterialLoader.prototype = {
 
     constructor: THREE.MaterialLoader,
 
     load: function ( url, onLoad, onProgress, onError ) {
 
         var scope = this;
 
         var loader = new THREE.XHRLoader();
         loader.setCrossOrigin( this.crossOrigin );
         loader.load( url, function ( text ) {
 
             onLoad( scope.parse( JSON.parse( text ) ) );
 
         } );
 
     },
 
     setCrossOrigin: function ( value ) {
 
         this.crossOrigin = value;
 
     },
 
     parse: function ( json ) {
 
         var material = new THREE[ json.type ];
 
         if ( json.color !== undefined ) material.color.setHex( json.color );
         if ( json.ambient !== undefined ) material.ambient.setHex( json.ambient );
         if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
         if ( json.specular !== undefined ) material.specular.setHex( json.specular );
         if ( json.shininess !== undefined ) material.shininess = json.shininess;
         if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
         if ( json.blending !== undefined ) material.blending = json.blending;
         if ( json.opacity !== undefined ) material.opacity = json.opacity;
         if ( json.transparent !== undefined ) material.transparent = json.transparent;
         if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
 
         if ( json.materials !== undefined ) {
 
             for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
 
                 material.materials.push( this.parse( json.materials[ i ] ) );
 
             }
 
         }
 
         return material;
 
     }
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.ObjectLoader = function ( manager ) {
 
     this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
 
 };
 
 THREE.ObjectLoader.prototype = {
 
     constructor: THREE.ObjectLoader,
 
     load: function ( url, onLoad, onProgress, onError ) {
 
         var scope = this;
 
         var loader = new THREE.XHRLoader( scope.manager );
         loader.setCrossOrigin( this.crossOrigin );
         loader.load( url, function ( text ) {
 
             onLoad( scope.parse( JSON.parse( text ) ) );
 
         } );
 
     },
 
     setCrossOrigin: function ( value ) {
 
         this.crossOrigin = value;
 
     },
 
     parse: function ( json ) {
 
         var geometries = this.parseGeometries( json.geometries );
         var materials = this.parseMaterials( json.materials );
         var object = this.parseObject( json.object, geometries, materials );
 
         return object;
 
     },
 
     parseGeometries: function ( json ) {
 
         var geometries = {};
 
         if ( json !== undefined ) {
 
             var geometryLoader = new THREE.JSONLoader();
             var bufferGeometryLoader = new THREE.BufferGeometryLoader();
 
             for ( var i = 0, l = json.length; i < l; i ++ ) {
 
                 var geometry;
                 var data = json[ i ];
 
                 switch ( data.type ) {
 
                     case 'PlaneGeometry':
 
                         geometry = new THREE.PlaneGeometry(
                             data.width,
                             data.height,
                             data.widthSegments,
                             data.heightSegments
                         );
 
                         break;
 
                     case 'CubeGeometry':
 
                         geometry = new THREE.CubeGeometry(
                             data.width,
                             data.height,
                             data.depth,
                             data.widthSegments,
                             data.heightSegments,
                             data.depthSegments
                         );
 
                         break;
 
                     case 'CylinderGeometry':
 
                         geometry = new THREE.CylinderGeometry(
                             data.radiusTop,
                             data.radiusBottom,
                             data.height,
                             data.radiusSegments,
                             data.heightSegments,
                             data.openEnded
                         );
 
                         break;
 
                     case 'SphereGeometry':
 
                         geometry = new THREE.SphereGeometry(
                             data.radius,
                             data.widthSegments,
                             data.heightSegments,
                             data.phiStart,
                             data.phiLength,
                             data.thetaStart,
                             data.thetaLength
                         );
 
                         break;
 
                     case 'IcosahedronGeometry':
 
                         geometry = new THREE.IcosahedronGeometry(
                             data.radius,
                             data.detail
                         );
 
                         break;
 
                     case 'TorusGeometry':
 
                         geometry = new THREE.TorusGeometry(
                             data.radius,
                             data.tube,
                             data.radialSegments,
                             data.tubularSegments,
                             data.arc
                         );
 
                         break;
 
                     case 'TorusKnotGeometry':
 
                         geometry = new THREE.TorusKnotGeometry(
                             data.radius,
                             data.tube,
                             data.radialSegments,
                             data.tubularSegments,
                             data.p,
                             data.q,
                             data.heightScale
                         );
 
                         break;
 
                     case 'BufferGeometry':
 
                         geometry = bufferGeometryLoader.parse( data.data );
 
                         break;
 
                     case 'Geometry':
 
                         geometry = geometryLoader.parse( data.data ).geometry;
 
                         break;
 
                 }
 
                 geometry.uuid = data.uuid;
 
                 if ( data.name !== undefined ) geometry.name = data.name;
 
                 geometries[ data.uuid ] = geometry;
 
             }
 
         }
 
         return geometries;
 
     },
 
     parseMaterials: function ( json ) {
 
         var materials = {};
 
         if ( json !== undefined ) {
 
             var loader = new THREE.MaterialLoader();
 
             for ( var i = 0, l = json.length; i < l; i ++ ) {
 
                 var data = json[ i ];
                 var material = loader.parse( data );
 
                 material.uuid = data.uuid;
 
                 if ( data.name !== undefined ) material.name = data.name;
 
                 materials[ data.uuid ] = material;
 
             }
 
         }
 
         return materials;
 
     },
 
     parseObject: function () {
 
         var matrix = new THREE.Matrix4();
 
         return function ( data, geometries, materials ) {
 
             var object;
 
             switch ( data.type ) {
 
                 case 'Scene':
 
                     object = new THREE.Scene();
 
                     break;
 
                 case 'PerspectiveCamera':
 
                     object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
 
                     break;
 
                 case 'OrthographicCamera':
 
                     object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
 
                     break;
 
                 case 'AmbientLight':
 
                     object = new THREE.AmbientLight( data.color );
 
                     break;
 
                 case 'DirectionalLight':
 
                     object = new THREE.DirectionalLight( data.color, data.intensity );
 
                     break;
 
                 case 'PointLight':
 
                     object = new THREE.PointLight( data.color, data.intensity, data.distance );
 
                     break;
 
                 case 'SpotLight':
 
                     object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent );
 
                     break;
 
                 case 'HemisphereLight':
 
                     object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
 
                     break;
 
                 case 'Mesh':
 
                     var geometry = geometries[ data.geometry ];
                     var material = materials[ data.material ];
 
                     if ( geometry === undefined ) {
 
                         console.error( 'THREE.ObjectLoader: Undefined geometry ' + data.geometry );
 
                     }
 
                     if ( material === undefined ) {
 
                         console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
 
                     }
 
                     object = new THREE.Mesh( geometry, material );
 
                     break;
 
                 default:
 
                     object = new THREE.Object3D();
 
             }
 
             object.uuid = data.uuid;
 
             if ( data.name !== undefined ) object.name = data.name;
             if ( data.matrix !== undefined ) {
 
                 matrix.fromArray( data.matrix );
                 matrix.decompose( object.position, object.quaternion, object.scale );
 
             } else {
 
                 if ( data.position !== undefined ) object.position.fromArray( data.position );
                 if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
                 if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
 
             }
 
             if ( data.visible !== undefined ) object.visible = data.visible;
             if ( data.userData !== undefined ) object.userData = data.userData;
 
             if ( data.children !== undefined ) {
 
                 for ( var child in data.children ) {
 
                     object.add( this.parseObject( data.children[ child ], geometries, materials ) );
 
                 }
 
             }
 
             return object;
 
         }
 
     }()
 
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.SceneLoader = function () {
 
     this.onLoadStart = function () {};
     this.onLoadProgress = function() {};
     this.onLoadComplete = function () {};
 
     this.callbackSync = function () {};
     this.callbackProgress = function () {};
 
     this.geometryHandlers = {};
     this.hierarchyHandlers = {};
 
     this.addGeometryHandler( "ascii", THREE.JSONLoader );
 
 };
 
 THREE.SceneLoader.prototype = {
 
     constructor: THREE.SceneLoader,
 
     load: function ( url, onLoad, onProgress, onError ) {
 
         var scope = this;
 
         var loader = new THREE.XHRLoader( scope.manager );
         loader.setCrossOrigin( this.crossOrigin );
         loader.load( url, function ( text ) {
 
             scope.parse( JSON.parse( text ), onLoad, url );
 
         } );
 
     },
 
     setCrossOrigin: function ( value ) {
 
         this.crossOrigin = value;
 
     },
 
     addGeometryHandler: function ( typeID, loaderClass ) {
 
         this.geometryHandlers[ typeID ] = { "loaderClass": loaderClass };
 
     },
 
     addHierarchyHandler: function ( typeID, loaderClass ) {
 
         this.hierarchyHandlers[ typeID ] = { "loaderClass": loaderClass };
 
     },
 
     parse: function ( json, callbackFinished, url ) {
 
         var scope = this;
 
         var urlBase = THREE.Loader.prototype.extractUrlBase( url );
 
         var geometry, material, camera, fog,
             texture, images, color,
             light, hex, intensity,
             counter_models, counter_textures,
             total_models, total_textures,
             result;
 
         var target_array = [];
 
         var data = json;
 
         // async geometry loaders
 
         for ( var typeID in this.geometryHandlers ) {
 
             var loaderClass = this.geometryHandlers[ typeID ][ "loaderClass" ];
             this.geometryHandlers[ typeID ][ "loaderObject" ] = new loaderClass();
 
         }
 
         // async hierachy loaders
 
         for ( var typeID in this.hierarchyHandlers ) {
 
             var loaderClass = this.hierarchyHandlers[ typeID ][ "loaderClass" ];
             this.hierarchyHandlers[ typeID ][ "loaderObject" ] = new loaderClass();
 
         }
 
         counter_models = 0;
         counter_textures = 0;
 
         result = {
 
             scene: new THREE.Scene(),
             geometries: {},
             face_materials: {},
             materials: {},
             textures: {},
             objects: {},
             cameras: {},
             lights: {},
             fogs: {},
             empties: {},
             groups: {}
 
         };
 
         if ( data.transform ) {
 
             var position = data.transform.position,
                 rotation = data.transform.rotation,
                 scale = data.transform.scale;
 
             if ( position ) {
 
                 result.scene.position.fromArray( position );
 
             }
 
             if ( rotation ) {
 
                 result.scene.rotation.fromArray( rotation );
 
             }
 
             if ( scale ) {
 
                 result.scene.scale.fromArray( scale );
 
             }
 
             if ( position || rotation || scale ) {
 
                 result.scene.updateMatrix();
                 result.scene.updateMatrixWorld();
 
             }
 
         }
 
         function get_url( source_url, url_type ) {
 
             if ( url_type == "relativeToHTML" ) {
 
                 return source_url;
 
             } else {
 
                 return urlBase + "/" + source_url;
 
             }
 
         };
 
         // toplevel loader function, delegates to handle_children
 
         function handle_objects() {
 
             handle_children( result.scene, data.objects );
 
         }
 
         // handle all the children from the loaded json and attach them to given parent
 
         function handle_children( parent, children ) {
 
             var mat, dst, pos, rot, scl, quat;
 
             for ( var objID in children ) {
 
                 // check by id if child has already been handled,
                 // if not, create new object
 
                 var object = result.objects[ objID ];
                 var objJSON = children[ objID ];
 
                 if ( object === undefined ) {
 
                     // meshes
 
                     if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlers ) ) {
 
                         if ( objJSON.loading === undefined ) {
 
                             var reservedTypes = {
                                 "type": 1, "url": 1, "material": 1,
                                 "position": 1, "rotation": 1, "scale" : 1,
                                 "visible": 1, "children": 1, "userData": 1,
                                 "skin": 1, "morph": 1, "mirroredLoop": 1, "duration": 1
                             };
 
                             var loaderParameters = {};
 
                             for ( var parType in objJSON ) {
 
                                 if ( ! ( parType in reservedTypes ) ) {
 
                                     loaderParameters[ parType ] = objJSON[ parType ];
 
                                 }
 
                             }
 
                             material = result.materials[ objJSON.material ];
 
                             objJSON.loading = true;
 
                             var loader = scope.hierarchyHandlers[ objJSON.type ][ "loaderObject" ];
 
                             // ColladaLoader
 
                             if ( loader.options ) {
 
                                 loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ) );
 
                             // UTF8Loader
                             // OBJLoader
 
                             } else {
 
                                 loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ), loaderParameters );
 
                             }
 
                         }
 
                     } else if ( objJSON.geometry !== undefined ) {
 
                         geometry = result.geometries[ objJSON.geometry ];
 
                         // geometry already loaded
 
                         if ( geometry ) {
 
                             var needsTangents = false;
 
                             material = result.materials[ objJSON.material ];
                             needsTangents = material instanceof THREE.ShaderMaterial;
 
                             pos = objJSON.position;
                             rot = objJSON.rotation;
                             scl = objJSON.scale;
                             mat = objJSON.matrix;
                             quat = objJSON.quaternion;
 
                             // use materials from the model file
                             // if there is no material specified in the object
 
                             if ( ! objJSON.material ) {
 
                                 material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );
 
                             }
 
                             // use materials from the model file
                             // if there is just empty face material
                             // (must create new material as each model has its own face material)
 
                             if ( ( material instanceof THREE.MeshFaceMaterial ) && material.materials.length === 0 ) {
 
                                 material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );
 
                             }
 
                             if ( material instanceof THREE.MeshFaceMaterial ) {
 
                                 for ( var i = 0; i < material.materials.length; i ++ ) {
 
                                     needsTangents = needsTangents || ( material.materials[ i ] instanceof THREE.ShaderMaterial );
 
                                 }
 
                             }
 
                             if ( needsTangents ) {
 
                                 geometry.computeTangents();
 
                             }
 
                             if ( objJSON.skin ) {
 
                                 object = new THREE.SkinnedMesh( geometry, material );
 
                             } else if ( objJSON.morph ) {
 
                                 object = new THREE.MorphAnimMesh( geometry, material );
 
                                 if ( objJSON.duration !== undefined ) {
 
                                     object.duration = objJSON.duration;
 
                                 }
 
                                 if ( objJSON.time !== undefined ) {
 
                                     object.time = objJSON.time;
 
                                 }
 
                                 if ( objJSON.mirroredLoop !== undefined ) {
 
                                     object.mirroredLoop = objJSON.mirroredLoop;
 
                                 }
 
                                 if ( material.morphNormals ) {
 
                                     geometry.computeMorphNormals();
 
                                 }
 
                             } else {
 
                                 object = new THREE.Mesh( geometry, material );
 
                             }
 
                             object.name = objID;
 
                             if ( mat ) {
 
                                 object.matrixAutoUpdate = false;
                                 object.matrix.set(
                                     mat[0],  mat[1],  mat[2],  mat[3],
                                     mat[4],  mat[5],  mat[6],  mat[7],
                                     mat[8],  mat[9],  mat[10], mat[11],
                                     mat[12], mat[13], mat[14], mat[15]
                                 );
 
                             } else {
 
                                 object.position.fromArray( pos );
 
                                 if ( quat ) {
 
                                     object.quaternion.fromArray( quat );
 
                                 } else {
 
                                     object.rotation.fromArray( rot );
 
                                 }
 
                                 object.scale.fromArray( scl );
 
                             }
 
                             object.visible = objJSON.visible;
                             object.castShadow = objJSON.castShadow;
                             object.receiveShadow = objJSON.receiveShadow;
 
                             parent.add( object );
 
                             result.objects[ objID ] = object;
 
                         }
 
                     // lights
 
                     } else if ( objJSON.type === "DirectionalLight" || objJSON.type === "PointLight" || objJSON.type === "AmbientLight" ) {
 
                         hex = ( objJSON.color !== undefined ) ? objJSON.color : 0xffffff;
                         intensity = ( objJSON.intensity !== undefined ) ? objJSON.intensity : 1;
 
                         if ( objJSON.type === "DirectionalLight" ) {
 
                             pos = objJSON.direction;
 
                             light = new THREE.DirectionalLight( hex, intensity );
                             light.position.fromArray( pos );
 
                             if ( objJSON.target ) {
 
                                 target_array.push( { "object": light, "targetName" : objJSON.target } );
 
                                 // kill existing default target
                                 // otherwise it gets added to scene when parent gets added
 
                                 light.target = null;
 
                             }
 
                         } else if ( objJSON.type === "PointLight" ) {
 
                             pos = objJSON.position;
                             dst = objJSON.distance;
 
                             light = new THREE.PointLight( hex, intensity, dst );
                             light.position.fromArray( pos );
 
                         } else if ( objJSON.type === "AmbientLight" ) {
 
                             light = new THREE.AmbientLight( hex );
 
                         }
 
                         parent.add( light );
 
                         light.name = objID;
                         result.lights[ objID ] = light;
                         result.objects[ objID ] = light;
 
                     // cameras
 
                     } else if ( objJSON.type === "PerspectiveCamera" || objJSON.type === "OrthographicCamera" ) {
 
                         pos = objJSON.position;
                         rot = objJSON.rotation;
                         quat = objJSON.quaternion;
 
                         if ( objJSON.type === "PerspectiveCamera" ) {
 
                             camera = new THREE.PerspectiveCamera( objJSON.fov, objJSON.aspect, objJSON.near, objJSON.far );
 
                         } else if ( objJSON.type === "OrthographicCamera" ) {
 
                             camera = new THREE.OrthographicCamera( objJSON.left, objJSON.right, objJSON.top, objJSON.bottom, objJSON.near, objJSON.far );
 
                         }
 
                         camera.name = objID;
                         camera.position.fromArray( pos );
 
                         if ( quat !== undefined ) {
 
                             camera.quaternion.fromArray( quat );
 
                         } else if ( rot !== undefined ) {
 
                             camera.rotation.fromArray( rot );
 
                         }
 
                         parent.add( camera );
 
                         result.cameras[ objID ] = camera;
                         result.objects[ objID ] = camera;
 
                     // pure Object3D
 
                     } else {
 
                         pos = objJSON.position;
                         rot = objJSON.rotation;
                         scl = objJSON.scale;
                         quat = objJSON.quaternion;
 
                         object = new THREE.Object3D();
                         object.name = objID;
                         object.position.fromArray( pos );
 
                         if ( quat ) {
 
                             object.quaternion.fromArray( quat );
 
                         } else {
 
                             object.rotation.fromArray( rot );
 
                         }
 
                         object.scale.fromArray( scl );
                         object.visible = ( objJSON.visible !== undefined ) ? objJSON.visible : false;
 
                         parent.add( object );
 
                         result.objects[ objID ] = object;
                         result.empties[ objID ] = object;
 
                     }
 
                     if ( object ) {
 
                         if ( objJSON.userData !== undefined ) {
 
                             for ( var key in objJSON.userData ) {
 
                                 var value = objJSON.userData[ key ];
                                 object.userData[ key ] = value;
 
                             }
 
                         }
 
                         if ( objJSON.groups !== undefined ) {
 
                             for ( var i = 0; i < objJSON.groups.length; i ++ ) {
 
                                 var groupID = objJSON.groups[ i ];
 
                                 if ( result.groups[ groupID ] === undefined ) {
 
                                     result.groups[ groupID ] = [];
 
                                 }
 
                                 result.groups[ groupID ].push( objID );
 
                             }
 
                         }
 
                     }
 
                 }
 
                 if ( object !== undefined && objJSON.children !== undefined ) {
 
                     handle_children( object, objJSON.children );
 
                 }
 
             }
 
         };
 
         function handle_mesh( geo, mat, id ) {
 
             result.geometries[ id ] = geo;
             result.face_materials[ id ] = mat;
             handle_objects();
 
         };
 
         function handle_hierarchy( node, id, parent, material, obj ) {
 
             var p = obj.position;
             var r = obj.rotation;
             var q = obj.quaternion;
             var s = obj.scale;
 
             node.position.fromArray( p );
 
             if ( q ) {
 
                 node.quaternion.fromArray( q );
 
             } else {
 
                 node.rotation.fromArray( r );
 
             }
 
             node.scale.fromArray( s );
 
             // override children materials
             // if object material was specified in JSON explicitly
 
             if ( material ) {
 
                 node.traverse( function ( child ) {
 
                     child.material = material;
 
                 } );
 
             }
 
             // override children visibility
             // with root node visibility as specified in JSON
 
             var visible = ( obj.visible !== undefined ) ? obj.visible : true;
 
             node.traverse( function ( child ) {
 
                 child.visible = visible;
 
             } );
 
             parent.add( node );
 
             node.name = id;
 
             result.objects[ id ] = node;
             handle_objects();
 
         };
 
         function create_callback_geometry( id ) {
 
             return function ( geo, mat ) {
 
                 geo.name = id;
 
                 handle_mesh( geo, mat, id );
 
                 counter_models -= 1;
 
                 scope.onLoadComplete();
 
                 async_callback_gate();
 
             }
 
         };
 
         function create_callback_hierachy( id, parent, material, obj ) {
 
             return function ( event ) {
 
                 var result;
 
                 // loaders which use EventDispatcher
 
                 if ( event.content ) {
 
                     result = event.content;
 
                 // ColladaLoader
 
                 } else if ( event.dae ) {
 
                     result = event.scene;
 
 
                 // UTF8Loader
 
                 } else {
 
                     result = event;
 
                 }
 
                 handle_hierarchy( result, id, parent, material, obj );
 
                 counter_models -= 1;
 
                 scope.onLoadComplete();
 
                 async_callback_gate();
 
             }
 
         };
 
         function create_callback_embed( id ) {
 
             return function ( geo, mat ) {
 
                 geo.name = id;
 
                 result.geometries[ id ] = geo;
                 result.face_materials[ id ] = mat;
 
             }
 
         };
 
         function async_callback_gate() {
 
             var progress = {
 
                 totalModels : total_models,
                 totalTextures : total_textures,
                 loadedModels : total_models - counter_models,
                 loadedTextures : total_textures - counter_textures
 
             };
 
             scope.callbackProgress( progress, result );
 
             scope.onLoadProgress();
 
             if ( counter_models === 0 && counter_textures === 0 ) {
 
                 finalize();
                 callbackFinished( result );
 
             }
 
         };
 
         function finalize() {
 
             // take care of targets which could be asynchronously loaded objects
 
             for ( var i = 0; i < target_array.length; i ++ ) {
 
                 var ta = target_array[ i ];
 
                 var target = result.objects[ ta.targetName ];
 
                 if ( target ) {
 
                     ta.object.target = target;
 
                 } else {
 
                     // if there was error and target of specified name doesn't exist in the scene file
                     // create instead dummy target
                     // (target must be added to scene explicitly as parent is already added)
 
                     ta.object.target = new THREE.Object3D();
                     result.scene.add( ta.object.target );
 
                 }
 
                 ta.object.target.userData.targetInverse = ta.object;
 
             }
 
         };
 
         var callbackTexture = function ( count ) {
 
             counter_textures -= count;
             async_callback_gate();
 
             scope.onLoadComplete();
 
         };
 
         // must use this instead of just directly calling callbackTexture
         // because of closure in the calling context loop
 
         var generateTextureCallback = function ( count ) {
 
             return function () {
 
                 callbackTexture( count );
 
             };
 
         };
 
         function traverse_json_hierarchy( objJSON, callback ) {
 
             callback( objJSON );
 
             if ( objJSON.children !== undefined ) {
 
                 for ( var objChildID in objJSON.children ) {
 
                     traverse_json_hierarchy( objJSON.children[ objChildID ], callback );
 
                 }
 
             }
 
         };
 
         // first go synchronous elements
 
         // fogs
 
         var fogID, fogJSON;
 
         for ( fogID in data.fogs ) {
 
             fogJSON = data.fogs[ fogID ];
 
             if ( fogJSON.type === "linear" ) {
 
                 fog = new THREE.Fog( 0x000000, fogJSON.near, fogJSON.far );
 
             } else if ( fogJSON.type === "exp2" ) {
 
                 fog = new THREE.FogExp2( 0x000000, fogJSON.density );
 
             }
 
             color = fogJSON.color;
             fog.color.setRGB( color[0], color[1], color[2] );
 
             result.fogs[ fogID ] = fog;
 
         }
 
         // now come potentially asynchronous elements
 
         // geometries
 
         // count how many geometries will be loaded asynchronously
 
         var geoID, geoJSON;
 
         for ( geoID in data.geometries ) {
 
             geoJSON = data.geometries[ geoID ];
 
             if ( geoJSON.type in this.geometryHandlers ) {
 
                 counter_models += 1;
 
                 scope.onLoadStart();
 
             }
 
         }
 
         // count how many hierarchies will be loaded asynchronously
 
         for ( var objID in data.objects ) {
 
             traverse_json_hierarchy( data.objects[ objID ], function ( objJSON ) {
 
                 if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlers ) ) {
 
                     counter_models += 1;
 
                     scope.onLoadStart();
 
                 }
 
             });
 
         }
 
         total_models = counter_models;
 
         for ( geoID in data.geometries ) {
 
             geoJSON = data.geometries[ geoID ];
 
             if ( geoJSON.type === "cube" ) {
 
                 geometry = new THREE.CubeGeometry( geoJSON.width, geoJSON.height, geoJSON.depth, geoJSON.widthSegments, geoJSON.heightSegments, geoJSON.depthSegments );
                 geometry.name = geoID;
                 result.geometries[ geoID ] = geometry;
 
             } else if ( geoJSON.type === "plane" ) {
 
                 geometry = new THREE.PlaneGeometry( geoJSON.width, geoJSON.height, geoJSON.widthSegments, geoJSON.heightSegments );
                 geometry.name = geoID;
                 result.geometries[ geoID ] = geometry;
 
             } else if ( geoJSON.type === "sphere" ) {
 
                 geometry = new THREE.SphereGeometry( geoJSON.radius, geoJSON.widthSegments, geoJSON.heightSegments );
                 geometry.name = geoID;
                 result.geometries[ geoID ] = geometry;
 
             } else if ( geoJSON.type === "cylinder" ) {
 
                 geometry = new THREE.CylinderGeometry( geoJSON.topRad, geoJSON.botRad, geoJSON.height, geoJSON.radSegs, geoJSON.heightSegs );
                 geometry.name = geoID;
                 result.geometries[ geoID ] = geometry;
 
             } else if ( geoJSON.type === "torus" ) {
 
                 geometry = new THREE.TorusGeometry( geoJSON.radius, geoJSON.tube, geoJSON.segmentsR, geoJSON.segmentsT );
                 geometry.name = geoID;
                 result.geometries[ geoID ] = geometry;
 
             } else if ( geoJSON.type === "icosahedron" ) {
 
                 geometry = new THREE.IcosahedronGeometry( geoJSON.radius, geoJSON.subdivisions );
                 geometry.name = geoID;
                 result.geometries[ geoID ] = geometry;
 
             } else if ( geoJSON.type in this.geometryHandlers ) {
 
                 var loaderParameters = {};
 
                 for ( var parType in geoJSON ) {
 
                     if ( parType !== "type" && parType !== "url" ) {
 
                         loaderParameters[ parType ] = geoJSON[ parType ];
 
                     }
 
                 }
 
                 var loader = this.geometryHandlers[ geoJSON.type ][ "loaderObject" ];
                 loader.load( get_url( geoJSON.url, data.urlBaseType ), create_callback_geometry( geoID ), loaderParameters );
 
             } else if ( geoJSON.type === "embedded" ) {
 
                 var modelJson = data.embeds[ geoJSON.id ],
                     texture_path = "";
 
                 // pass metadata along to jsonLoader so it knows the format version
 
                 modelJson.metadata = data.metadata;
 
                 if ( modelJson ) {
 
                     var jsonLoader = this.geometryHandlers[ "ascii" ][ "loaderObject" ];
                     var model = jsonLoader.parse( modelJson, texture_path );
                     create_callback_embed( geoID )( model.geometry, model.materials );
 
                 }
 
             }
 
         }
 
         // textures
 
         // count how many textures will be loaded asynchronously
 
         var textureID, textureJSON;
 
         for ( textureID in data.textures ) {
 
             textureJSON = data.textures[ textureID ];
 
             if ( textureJSON.url instanceof Array ) {
 
                 counter_textures += textureJSON.url.length;
 
                 for( var n = 0; n < textureJSON.url.length; n ++ ) {
 
                     scope.onLoadStart();
 
                 }
 
             } else {
 
                 counter_textures += 1;
 
                 scope.onLoadStart();
 
             }
 
         }
 
         total_textures = counter_textures;
 
         for ( textureID in data.textures ) {
 
             textureJSON = data.textures[ textureID ];
 
             if ( textureJSON.mapping !== undefined && THREE[ textureJSON.mapping ] !== undefined ) {
 
                 textureJSON.mapping = new THREE[ textureJSON.mapping ]();
 
             }
 
             if ( textureJSON.url instanceof Array ) {
 
                 var count = textureJSON.url.length;
                 var url_array = [];
 
                 for( var i = 0; i < count; i ++ ) {
 
                     url_array[ i ] = get_url( textureJSON.url[ i ], data.urlBaseType );
 
                 }
 
                 var isCompressed = /\.dds$/i.test( url_array[ 0 ] );
 
                 if ( isCompressed ) {
 
                     texture = THREE.ImageUtils.loadCompressedTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );
 
                 } else {
 
                     texture = THREE.ImageUtils.loadTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );
 
                 }
 
             } else {
 
                 var isCompressed = /\.dds$/i.test( textureJSON.url );
                 var fullUrl = get_url( textureJSON.url, data.urlBaseType );
                 var textureCallback = generateTextureCallback( 1 );
 
                 if ( isCompressed ) {
 
                     texture = THREE.ImageUtils.loadCompressedTexture( fullUrl, textureJSON.mapping, textureCallback );
 
                 } else {
 
                     texture = THREE.ImageUtils.loadTexture( fullUrl, textureJSON.mapping, textureCallback );
 
                 }
 
                 if ( THREE[ textureJSON.minFilter ] !== undefined )
                     texture.minFilter = THREE[ textureJSON.minFilter ];
 
                 if ( THREE[ textureJSON.magFilter ] !== undefined )
                     texture.magFilter = THREE[ textureJSON.magFilter ];
 
                 if ( textureJSON.anisotropy ) texture.anisotropy = textureJSON.anisotropy;
 
                 if ( textureJSON.repeat ) {
 
                     texture.repeat.set( textureJSON.repeat[ 0 ], textureJSON.repeat[ 1 ] );
 
                     if ( textureJSON.repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
                     if ( textureJSON.repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
 
                 }
 
                 if ( textureJSON.offset ) {
 
                     texture.offset.set( textureJSON.offset[ 0 ], textureJSON.offset[ 1 ] );
 
                 }
 
                 // handle wrap after repeat so that default repeat can be overriden
 
                 if ( textureJSON.wrap ) {
 
                     var wrapMap = {
                         "repeat": THREE.RepeatWrapping,
                         "mirror": THREE.MirroredRepeatWrapping
                     }
 
                     if ( wrapMap[ textureJSON.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ textureJSON.wrap[ 0 ] ];
                     if ( wrapMap[ textureJSON.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ textureJSON.wrap[ 1 ] ];
 
                 }
 
             }
 
             result.textures[ textureID ] = texture;
 
         }
 
         // materials
 
         var matID, matJSON;
         var parID;
 
         for ( matID in data.materials ) {
 
             matJSON = data.materials[ matID ];
 
             for ( parID in matJSON.parameters ) {
 
                 if ( parID === "envMap" || parID === "map" || parID === "lightMap" || parID === "bumpMap" ) {
 
                     matJSON.parameters[ parID ] = result.textures[ matJSON.parameters[ parID ] ];
 
                 } else if ( parID === "shading" ) {
 
                     matJSON.parameters[ parID ] = ( matJSON.parameters[ parID ] === "flat" ) ? THREE.FlatShading : THREE.SmoothShading;
 
                 } else if ( parID === "side" ) {
 
                     if ( matJSON.parameters[ parID ] == "double" ) {
 
                         matJSON.parameters[ parID ] = THREE.DoubleSide;
 
                     } else if ( matJSON.parameters[ parID ] == "back" ) {
 
                         matJSON.parameters[ parID ] = THREE.BackSide;
 
                     } else {
 
                         matJSON.parameters[ parID ] = THREE.FrontSide;
 
                     }
 
                 } else if ( parID === "blending" ) {
 
                     matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.NormalBlending;
 
                 } else if ( parID === "combine" ) {
 
                     matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.MultiplyOperation;
 
                 } else if ( parID === "vertexColors" ) {
 
                     if ( matJSON.parameters[ parID ] == "face" ) {
 
                         matJSON.parameters[ parID ] = THREE.FaceColors;
 
                     // default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false
 
                     } else if ( matJSON.parameters[ parID ] ) {
 
                         matJSON.parameters[ parID ] = THREE.VertexColors;
 
                     }
 
                 } else if ( parID === "wrapRGB" ) {
 
                     var v3 = matJSON.parameters[ parID ];
                     matJSON.parameters[ parID ] = new THREE.Vector3( v3[ 0 ], v3[ 1 ], v3[ 2 ] );
 
                 }
 
             }
 
             if ( matJSON.parameters.opacity !== undefined && matJSON.parameters.opacity < 1.0 ) {
 
                 matJSON.parameters.transparent = true;
 
             }
 
             if ( matJSON.parameters.normalMap ) {
 
                 var shader = THREE.ShaderLib[ "normalmap" ];
                 var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
 
                 var diffuse = matJSON.parameters.color;
                 var specular = matJSON.parameters.specular;
                 var ambient = matJSON.parameters.ambient;
                 var shininess = matJSON.parameters.shininess;
 
                 uniforms[ "tNormal" ].value = result.textures[ matJSON.parameters.normalMap ];
 
                 if ( matJSON.parameters.normalScale ) {
 
                     uniforms[ "uNormalScale" ].value.set( matJSON.parameters.normalScale[ 0 ], matJSON.parameters.normalScale[ 1 ] );
 
                 }
 
                 if ( matJSON.parameters.map ) {
 
                     uniforms[ "tDiffuse" ].value = matJSON.parameters.map;
                     uniforms[ "enableDiffuse" ].value = true;
 
                 }
 
                 if ( matJSON.parameters.envMap ) {
 
                     uniforms[ "tCube" ].value = matJSON.parameters.envMap;
                     uniforms[ "enableReflection" ].value = true;
                     uniforms[ "uReflectivity" ].value = matJSON.parameters.reflectivity;
 
                 }
 
                 if ( matJSON.parameters.lightMap ) {
 
                     uniforms[ "tAO" ].value = matJSON.parameters.lightMap;
                     uniforms[ "enableAO" ].value = true;
 
                 }
 
                 if ( matJSON.parameters.specularMap ) {
 
                     uniforms[ "tSpecular" ].value = result.textures[ matJSON.parameters.specularMap ];
                     uniforms[ "enableSpecular" ].value = true;
 
                 }
 
                 if ( matJSON.parameters.displacementMap ) {
 
                     uniforms[ "tDisplacement" ].value = result.textures[ matJSON.parameters.displacementMap ];
                     uniforms[ "enableDisplacement" ].value = true;
 
                     uniforms[ "uDisplacementBias" ].value = matJSON.parameters.displacementBias;
                     uniforms[ "uDisplacementScale" ].value = matJSON.parameters.displacementScale;
 
                 }
 
                 uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
                 uniforms[ "uSpecularColor" ].value.setHex( specular );
                 uniforms[ "uAmbientColor" ].value.setHex( ambient );
 
                 uniforms[ "uShininess" ].value = shininess;
 
                 if ( matJSON.parameters.opacity ) {
 
                     uniforms[ "uOpacity" ].value = matJSON.parameters.opacity;
 
                 }
 
                 var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
 
                 material = new THREE.ShaderMaterial( parameters );
 
             } else {
 
                 material = new THREE[ matJSON.type ]( matJSON.parameters );
 
             }
 
             material.name = matID;
 
             result.materials[ matID ] = material;
 
         }
 
         // second pass through all materials to initialize MeshFaceMaterials
         // that could be referring to other materials out of order
 
         for ( matID in data.materials ) {
 
             matJSON = data.materials[ matID ];
 
             if ( matJSON.parameters.materials ) {
 
                 var materialArray = [];
 
                 for ( var i = 0; i < matJSON.parameters.materials.length; i ++ ) {
 
                     var label = matJSON.parameters.materials[ i ];
                     materialArray.push( result.materials[ label ] );
 
                 }
 
                 result.materials[ matID ].materials = materialArray;
 
             }
 
         }
 
         // objects ( synchronous init of procedural primitives )
 
         handle_objects();
 
         // defaults
 
         if ( result.cameras && data.defaults.camera ) {
 
             result.currentCamera = result.cameras[ data.defaults.camera ];
 
         }
 
         if ( result.fogs && data.defaults.fog ) {
 
             result.scene.fog = result.fogs[ data.defaults.fog ];
 
         }
 
         // synchronous callback
 
         scope.callbackSync( result );
 
         // just in case there are no async elements
 
         async_callback_gate();
 
     }
 
 }
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.TextureLoader = function ( manager ) {
 
     this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
 
 };
 
 THREE.TextureLoader.prototype = {
 
     constructor: THREE.TextureLoader,
 
     load: function ( url, onLoad, onProgress, onError ) {
 
         var scope = this;
 
         var loader = new THREE.ImageLoader( scope.manager );
         loader.setCrossOrigin( this.crossOrigin );
         loader.load( url, function ( image ) {
 
             var texture = new THREE.Texture( image );
             texture.needsUpdate = true;
 
             if ( onLoad !== undefined ) {
 
                 onLoad( texture );
 
             }
 
         } );
 
     },
 
     setCrossOrigin: function ( value ) {
 
         this.crossOrigin = value;
 
     }
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.Material = function () {
 
     this.id = THREE.MaterialIdCount ++;
     this.uuid = THREE.Math.generateUUID();
 
     this.name = '';
 
     this.side = THREE.FrontSide;
 
     this.opacity = 1;
     this.transparent = false;
 
     this.blending = THREE.NormalBlending;
 
     this.blendSrc = THREE.SrcAlphaFactor;
     this.blendDst = THREE.OneMinusSrcAlphaFactor;
     this.blendEquation = THREE.AddEquation;
 
     this.depthTest = true;
     this.depthWrite = true;
 
     this.polygonOffset = false;
     this.polygonOffsetFactor = 0;
     this.polygonOffsetUnits = 0;
 
     this.alphaTest = 0;
 
     this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
 
     this.visible = true;
 
     this.needsUpdate = true;
 
 };
 
 THREE.Material.prototype = {
 
     constructor: THREE.Material,
 
     setValues: function ( values ) {
 
         if ( values === undefined ) return;
 
         for ( var key in values ) {
 
             var newValue = values[ key ];
 
             if ( newValue === undefined ) {
 
                 console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' );
                 continue;
 
             }
 
             if ( key in this ) {
 
                 var currentValue = this[ key ];
 
                 if ( currentValue instanceof THREE.Color ) {
 
                     currentValue.set( newValue );
 
                 } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
 
                     currentValue.copy( newValue );
 
                 } else if ( key == 'overdraw') {
 
                     // ensure overdraw is backwards-compatable with legacy boolean type
                     this[ key ] = Number(newValue);
 
                 } else {
 
                     this[ key ] = newValue;
 
                 }
 
             }
 
         }
 
     },
 
     clone: function ( material ) {
 
         if ( material === undefined ) material = new THREE.Material();
 
         material.name = this.name;
 
         material.side = this.side;
 
         material.opacity = this.opacity;
         material.transparent = this.transparent;
 
         material.blending = this.blending;
 
         material.blendSrc = this.blendSrc;
         material.blendDst = this.blendDst;
         material.blendEquation = this.blendEquation;
 
         material.depthTest = this.depthTest;
         material.depthWrite = this.depthWrite;
 
         material.polygonOffset = this.polygonOffset;
         material.polygonOffsetFactor = this.polygonOffsetFactor;
         material.polygonOffsetUnits = this.polygonOffsetUnits;
 
         material.alphaTest = this.alphaTest;
 
         material.overdraw = this.overdraw;
 
         material.visible = this.visible;
 
         return material;
 
     },
 
     dispose: function () {
 
         this.dispatchEvent( { type: 'dispose' } );
 
     }
 
 };
 
 THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
 
 THREE.MaterialIdCount = 0;
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  *
  * parameters = {
  *  color: <hex>,
  *  opacity: <float>,
  *
  *  blending: THREE.NormalBlending,
  *  depthTest: <bool>,
  *  depthWrite: <bool>,
  *
  *  linewidth: <float>,
  *  linecap: "round",
  *  linejoin: "round",
  *
  *  vertexColors: <bool>
  *
  *  fog: <bool>
  * }
  */
 
 THREE.LineBasicMaterial = function ( parameters ) {
 
     THREE.Material.call( this );
 
     this.color = new THREE.Color( 0xffffff );
 
     this.linewidth = 1;
     this.linecap = 'round';
     this.linejoin = 'round';
 
     this.vertexColors = false;
 
     this.fog = true;
 
     this.setValues( parameters );
 
 };
 
 THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
 
 THREE.LineBasicMaterial.prototype.clone = function () {
 
     var material = new THREE.LineBasicMaterial();
 
     THREE.Material.prototype.clone.call( this, material );
 
     material.color.copy( this.color );
 
     material.linewidth = this.linewidth;
     material.linecap = this.linecap;
     material.linejoin = this.linejoin;
 
     material.vertexColors = this.vertexColors;
 
     material.fog = this.fog;
 
     return material;
 
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  *
  * parameters = {
  *  color: <hex>,
  *  opacity: <float>,
  *
  *  blending: THREE.NormalBlending,
  *  depthTest: <bool>,
  *  depthWrite: <bool>,
  *
  *  linewidth: <float>,
  *
  *  scale: <float>,
  *  dashSize: <float>,
  *  gapSize: <float>,
  *
  *  vertexColors: <bool>
  *
  *  fog: <bool>
  * }
  */
 
 THREE.LineDashedMaterial = function ( parameters ) {
 
     THREE.Material.call( this );
 
     this.color = new THREE.Color( 0xffffff );
 
     this.linewidth = 1;
 
     this.scale = 1;
     this.dashSize = 3;
     this.gapSize = 1;
 
     this.vertexColors = false;
 
     this.fog = true;
 
     this.setValues( parameters );
 
 };
 
 THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
 
 THREE.LineDashedMaterial.prototype.clone = function () {
 
     var material = new THREE.LineDashedMaterial();
 
     THREE.Material.prototype.clone.call( this, material );
 
     material.color.copy( this.color );
 
     material.linewidth = this.linewidth;
 
     material.scale = this.scale;
     material.dashSize = this.dashSize;
     material.gapSize = this.gapSize;
 
     material.vertexColors = this.vertexColors;
 
     material.fog = this.fog;
 
     return material;
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  *
  * parameters = {
  *  color: <hex>,
  *  opacity: <float>,
  *  map: new THREE.Texture( <Image> ),
  *
  *  lightMap: new THREE.Texture( <Image> ),
  *
  *  specularMap: new THREE.Texture( <Image> ),
  *
  *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  *  combine: THREE.Multiply,
  *  reflectivity: <float>,
  *  refractionRatio: <float>,
  *
  *  shading: THREE.SmoothShading,
  *  blending: THREE.NormalBlending,
  *  depthTest: <bool>,
  *  depthWrite: <bool>,
  *
  *  wireframe: <boolean>,
  *  wireframeLinewidth: <float>,
  *
  *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  *
  *  skinning: <bool>,
  *  morphTargets: <bool>,
  *
  *  fog: <bool>
  * }
  */
 
 THREE.MeshBasicMaterial = function ( parameters ) {
 
     THREE.Material.call( this );
 
     this.color = new THREE.Color( 0xffffff ); // emissive
 
     this.map = null;
 
     this.lightMap = null;
 
     this.specularMap = null;
 
     this.envMap = null;
     this.combine = THREE.MultiplyOperation;
     this.reflectivity = 1;
     this.refractionRatio = 0.98;
 
     this.fog = true;
 
     this.shading = THREE.SmoothShading;
 
     this.wireframe = false;
     this.wireframeLinewidth = 1;
     this.wireframeLinecap = 'round';
     this.wireframeLinejoin = 'round';
 
     this.vertexColors = THREE.NoColors;
 
     this.skinning = false;
     this.morphTargets = false;
 
     this.setValues( parameters );
 
 };
 
 THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
 
 THREE.MeshBasicMaterial.prototype.clone = function () {
 
     var material = new THREE.MeshBasicMaterial();
 
     THREE.Material.prototype.clone.call( this, material );
 
     material.color.copy( this.color );
 
     material.map = this.map;
 
     material.lightMap = this.lightMap;
 
     material.specularMap = this.specularMap;
 
     material.envMap = this.envMap;
     material.combine = this.combine;
     material.reflectivity = this.reflectivity;
     material.refractionRatio = this.refractionRatio;
 
     material.fog = this.fog;
 
     material.shading = this.shading;
 
     material.wireframe = this.wireframe;
     material.wireframeLinewidth = this.wireframeLinewidth;
     material.wireframeLinecap = this.wireframeLinecap;
     material.wireframeLinejoin = this.wireframeLinejoin;
 
     material.vertexColors = this.vertexColors;
 
     material.skinning = this.skinning;
     material.morphTargets = this.morphTargets;
 
     return material;
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  *
  * parameters = {
  *  color: <hex>,
  *  ambient: <hex>,
  *  emissive: <hex>,
  *  opacity: <float>,
  *
  *  map: new THREE.Texture( <Image> ),
  *
  *  lightMap: new THREE.Texture( <Image> ),
  *
  *  specularMap: new THREE.Texture( <Image> ),
  *
  *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  *  combine: THREE.Multiply,
  *  reflectivity: <float>,
  *  refractionRatio: <float>,
  *
  *  shading: THREE.SmoothShading,
  *  blending: THREE.NormalBlending,
  *  depthTest: <bool>,
  *  depthWrite: <bool>,
  *
  *  wireframe: <boolean>,
  *  wireframeLinewidth: <float>,
  *
  *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  *
  *  skinning: <bool>,
  *  morphTargets: <bool>,
  *  morphNormals: <bool>,
  *
  *	fog: <bool>
  * }
  */
 
 THREE.MeshLambertMaterial = function ( parameters ) {
 
     THREE.Material.call( this );
 
     this.color = new THREE.Color( 0xffffff ); // diffuse
     this.ambient = new THREE.Color( 0xffffff );
     this.emissive = new THREE.Color( 0x000000 );
 
     this.wrapAround = false;
     this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
 
     this.map = null;
 
     this.lightMap = null;
 
     this.specularMap = null;
 
     this.envMap = null;
     this.combine = THREE.MultiplyOperation;
     this.reflectivity = 1;
     this.refractionRatio = 0.98;
 
     this.fog = true;
 
     this.shading = THREE.SmoothShading;
 
     this.wireframe = false;
     this.wireframeLinewidth = 1;
     this.wireframeLinecap = 'round';
     this.wireframeLinejoin = 'round';
 
     this.vertexColors = THREE.NoColors;
 
     this.skinning = false;
     this.morphTargets = false;
     this.morphNormals = false;
 
     this.setValues( parameters );
 
 };
 
 THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
 
 THREE.MeshLambertMaterial.prototype.clone = function () {
 
     var material = new THREE.MeshLambertMaterial();
 
     THREE.Material.prototype.clone.call( this, material );
 
     material.color.copy( this.color );
     material.ambient.copy( this.ambient );
     material.emissive.copy( this.emissive );
 
     material.wrapAround = this.wrapAround;
     material.wrapRGB.copy( this.wrapRGB );
 
     material.map = this.map;
 
     material.lightMap = this.lightMap;
 
     material.specularMap = this.specularMap;
 
     material.envMap = this.envMap;
     material.combine = this.combine;
     material.reflectivity = this.reflectivity;
     material.refractionRatio = this.refractionRatio;
 
     material.fog = this.fog;
 
     material.shading = this.shading;
 
     material.wireframe = this.wireframe;
     material.wireframeLinewidth = this.wireframeLinewidth;
     material.wireframeLinecap = this.wireframeLinecap;
     material.wireframeLinejoin = this.wireframeLinejoin;
 
     material.vertexColors = this.vertexColors;
 
     material.skinning = this.skinning;
     material.morphTargets = this.morphTargets;
     material.morphNormals = this.morphNormals;
 
     return material;
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  *
  * parameters = {
  *  color: <hex>,
  *  ambient: <hex>,
  *  emissive: <hex>,
  *  specular: <hex>,
  *  shininess: <float>,
  *  opacity: <float>,
  *
  *  map: new THREE.Texture( <Image> ),
  *
  *  lightMap: new THREE.Texture( <Image> ),
  *
  *  bumpMap: new THREE.Texture( <Image> ),
  *  bumpScale: <float>,
  *
  *  normalMap: new THREE.Texture( <Image> ),
  *  normalScale: <Vector2>,
  *
  *  specularMap: new THREE.Texture( <Image> ),
  *
  *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  *  combine: THREE.Multiply,
  *  reflectivity: <float>,
  *  refractionRatio: <float>,
  *
  *  shading: THREE.SmoothShading,
  *  blending: THREE.NormalBlending,
  *  depthTest: <bool>,
  *  depthWrite: <bool>,
  *
  *  wireframe: <boolean>,
  *  wireframeLinewidth: <float>,
  *
  *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  *
  *  skinning: <bool>,
  *  morphTargets: <bool>,
  *  morphNormals: <bool>,
  *
  *	fog: <bool>
  * }
  */
 
 THREE.MeshPhongMaterial = function ( parameters ) {
 
     THREE.Material.call( this );
 
     this.color = new THREE.Color( 0xffffff ); // diffuse
     this.ambient = new THREE.Color( 0xffffff );
     this.emissive = new THREE.Color( 0x000000 );
     this.specular = new THREE.Color( 0x111111 );
     this.shininess = 30;
 
     this.metal = false;
     this.perPixel = true;
 
     this.wrapAround = false;
     this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
 
     this.map = null;
 
     this.lightMap = null;
 
     this.bumpMap = null;
     this.bumpScale = 1;
 
     this.normalMap = null;
     this.normalScale = new THREE.Vector2( 1, 1 );
 
     this.specularMap = null;
 
     this.envMap = null;
     this.combine = THREE.MultiplyOperation;
     this.reflectivity = 1;
     this.refractionRatio = 0.98;
 
     this.fog = true;
 
     this.shading = THREE.SmoothShading;
 
     this.wireframe = false;
     this.wireframeLinewidth = 1;
     this.wireframeLinecap = 'round';
     this.wireframeLinejoin = 'round';
 
     this.vertexColors = THREE.NoColors;
 
     this.skinning = false;
     this.morphTargets = false;
     this.morphNormals = false;
 
     this.setValues( parameters );
 
 };
 
 THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
 
 THREE.MeshPhongMaterial.prototype.clone = function () {
 
     var material = new THREE.MeshPhongMaterial();
 
     THREE.Material.prototype.clone.call( this, material );
 
     material.color.copy( this.color );
     material.ambient.copy( this.ambient );
     material.emissive.copy( this.emissive );
     material.specular.copy( this.specular );
     material.shininess = this.shininess;
 
     material.metal = this.metal;
     material.perPixel = this.perPixel;
 
     material.wrapAround = this.wrapAround;
     material.wrapRGB.copy( this.wrapRGB );
 
     material.map = this.map;
 
     material.lightMap = this.lightMap;
 
     material.bumpMap = this.bumpMap;
     material.bumpScale = this.bumpScale;
 
     material.normalMap = this.normalMap;
     material.normalScale.copy( this.normalScale );
 
     material.specularMap = this.specularMap;
 
     material.envMap = this.envMap;
     material.combine = this.combine;
     material.reflectivity = this.reflectivity;
     material.refractionRatio = this.refractionRatio;
 
     material.fog = this.fog;
 
     material.shading = this.shading;
 
     material.wireframe = this.wireframe;
     material.wireframeLinewidth = this.wireframeLinewidth;
     material.wireframeLinecap = this.wireframeLinecap;
     material.wireframeLinejoin = this.wireframeLinejoin;
 
     material.vertexColors = this.vertexColors;
 
     material.skinning = this.skinning;
     material.morphTargets = this.morphTargets;
     material.morphNormals = this.morphNormals;
 
     return material;
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  *
  * parameters = {
  *  opacity: <float>,
  *
  *  blending: THREE.NormalBlending,
  *  depthTest: <bool>,
  *  depthWrite: <bool>,
  *
  *  wireframe: <boolean>,
  *  wireframeLinewidth: <float>
  * }
  */
 
 THREE.MeshDepthMaterial = function ( parameters ) {
 
     THREE.Material.call( this );
 
     this.wireframe = false;
     this.wireframeLinewidth = 1;
 
     this.setValues( parameters );
 
 };
 
 THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
 
 THREE.MeshDepthMaterial.prototype.clone = function () {
 
     var material = new THREE.MeshDepthMaterial();
 
     THREE.Material.prototype.clone.call( this, material );
 
     material.wireframe = this.wireframe;
     material.wireframeLinewidth = this.wireframeLinewidth;
 
     return material;
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  *
  * parameters = {
  *  opacity: <float>,
  *
  *  shading: THREE.FlatShading,
  *  blending: THREE.NormalBlending,
  *  depthTest: <bool>,
  *  depthWrite: <bool>,
  *
  *  wireframe: <boolean>,
  *  wireframeLinewidth: <float>
  * }
  */
 
 THREE.MeshNormalMaterial = function ( parameters ) {
 
     THREE.Material.call( this, parameters );
 
     this.shading = THREE.FlatShading;
 
     this.wireframe = false;
     this.wireframeLinewidth = 1;
 
     this.morphTargets = false;
 
     this.setValues( parameters );
 
 };
 
 THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
 
 THREE.MeshNormalMaterial.prototype.clone = function () {
 
     var material = new THREE.MeshNormalMaterial();
 
     THREE.Material.prototype.clone.call( this, material );
 
     material.shading = this.shading;
 
     material.wireframe = this.wireframe;
     material.wireframeLinewidth = this.wireframeLinewidth;
 
     return material;
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.MeshFaceMaterial = function ( materials ) {
 
     this.materials = materials instanceof Array ? materials : [];
 
 };
 
 THREE.MeshFaceMaterial.prototype.clone = function () {
 
     return new THREE.MeshFaceMaterial( this.materials.slice( 0 ) );
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  *
  * parameters = {
  *  color: <hex>,
  *  opacity: <float>,
  *  map: new THREE.Texture( <Image> ),
  *
  *  size: <float>,
  *
  *  blending: THREE.NormalBlending,
  *  depthTest: <bool>,
  *  depthWrite: <bool>,
  *
  *  vertexColors: <bool>,
  *
  *  fog: <bool>
  * }
  */
 
 THREE.ParticleBasicMaterial = function ( parameters ) {
 
     THREE.Material.call( this );
 
     this.color = new THREE.Color( 0xffffff );
 
     this.map = null;
 
     this.size = 1;
     this.sizeAttenuation = true;
 
     this.vertexColors = false;
 
     this.fog = true;
 
     this.setValues( parameters );
 
 };
 
 THREE.ParticleBasicMaterial.prototype = Object.create( THREE.Material.prototype );
 
 THREE.ParticleBasicMaterial.prototype.clone = function () {
 
     var material = new THREE.ParticleBasicMaterial();
 
     THREE.Material.prototype.clone.call( this, material );
 
     material.color.copy( this.color );
 
     material.map = this.map;
 
     material.size = this.size;
     material.sizeAttenuation = this.sizeAttenuation;
 
     material.vertexColors = this.vertexColors;
 
     material.fog = this.fog;
 
     return material;
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  *
  * parameters = {
  *  color: <hex>,
  *  program: <function>,
  *  opacity: <float>,
  *  blending: THREE.NormalBlending
  * }
  */
 
 THREE.ParticleCanvasMaterial = function ( parameters ) {
 
     THREE.Material.call( this );
 
     this.color = new THREE.Color( 0xffffff );
     this.program = function ( context, color ) {};
 
     this.setValues( parameters );
 
 };
 
 THREE.ParticleCanvasMaterial.prototype = Object.create( THREE.Material.prototype );
 
 THREE.ParticleCanvasMaterial.prototype.clone = function () {
 
     var material = new THREE.ParticleCanvasMaterial();
 
     THREE.Material.prototype.clone.call( this, material );
 
     material.color.copy( this.color );
     material.program = this.program;
 
     return material;
 
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  *
  * parameters = {
  *  fragmentShader: <string>,
  *  vertexShader: <string>,
  *
  *  uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
  *
  *  defines: { "label" : "value" },
  *
  *  shading: THREE.SmoothShading,
  *  blending: THREE.NormalBlending,
  *  depthTest: <bool>,
  *  depthWrite: <bool>,
  *
  *  wireframe: <boolean>,
  *  wireframeLinewidth: <float>,
  *
  *  lights: <bool>,
  *
  *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  *
  *  skinning: <bool>,
  *  morphTargets: <bool>,
  *  morphNormals: <bool>,
  *
  *	fog: <bool>
  * }
  */
 
 THREE.ShaderMaterial = function ( parameters ) {
 
     THREE.Material.call( this );
 
     this.fragmentShader = "void main() {}";
     this.vertexShader = "void main() {}";
     this.uniforms = {};
     this.defines = {};
     this.attributes = null;
 
     this.shading = THREE.SmoothShading;
 
     this.linewidth = 1;
 
     this.wireframe = false;
     this.wireframeLinewidth = 1;
 
     this.fog = false; // set to use scene fog
 
     this.lights = false; // set to use scene lights
 
     this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
 
     this.skinning = false; // set to use skinning attribute streams
 
     this.morphTargets = false; // set to use morph targets
     this.morphNormals = false; // set to use morph normals
 
     // When rendered geometry doesn't include these attributes but the material does,
     // use these default values in WebGL. This avoids errors when buffer data is missing.
     this.defaultAttributeValues = {
         "color" : [ 1, 1, 1],
         "uv" : [ 0, 0 ],
         "uv2" : [ 0, 0 ]
     };
 
     // By default, bind position to attribute index 0. In WebGL, attribute 0
     // should always be used to avoid potentially expensive emulation.
     this.index0AttributeName = "position";
 
     this.setValues( parameters );
 
 };
 
 THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
 
 THREE.ShaderMaterial.prototype.clone = function () {
 
     var material = new THREE.ShaderMaterial();
 
     THREE.Material.prototype.clone.call( this, material );
 
     material.fragmentShader = this.fragmentShader;
     material.vertexShader = this.vertexShader;
 
     material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
 
     material.attributes = this.attributes;
     material.defines = this.defines;
 
     material.shading = this.shading;
 
     material.wireframe = this.wireframe;
     material.wireframeLinewidth = this.wireframeLinewidth;
 
     material.fog = this.fog;
 
     material.lights = this.lights;
 
     material.vertexColors = this.vertexColors;
 
     material.skinning = this.skinning;
 
     material.morphTargets = this.morphTargets;
     material.morphNormals = this.morphNormals;
 
     return material;
 
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  *
  * parameters = {
  *  color: <hex>,
  *  opacity: <float>,
  *  map: new THREE.Texture( <Image> ),
  *
  *  blending: THREE.NormalBlending,
  *  depthTest: <bool>,
  *  depthWrite: <bool>,
  *
  *  useScreenCoordinates: <bool>,
  *  sizeAttenuation: <bool>,
  *  scaleByViewport: <bool>,
  *  alignment: THREE.SpriteAlignment.center,
  *
  *	uvOffset: new THREE.Vector2(),
  *	uvScale: new THREE.Vector2(),
  *
  *  fog: <bool>
  * }
  */
 
 THREE.SpriteMaterial = function ( parameters ) {
 
     THREE.Material.call( this );
 
     // defaults
 
     this.color = new THREE.Color( 0xffffff );
     this.map = new THREE.Texture();
 
     this.useScreenCoordinates = true;
     this.depthTest = !this.useScreenCoordinates;
     this.sizeAttenuation = !this.useScreenCoordinates;
     this.scaleByViewport = !this.sizeAttenuation;
     this.alignment = THREE.SpriteAlignment.center.clone();
 
     this.fog = false;
 
     this.uvOffset = new THREE.Vector2( 0, 0 );
     this.uvScale  = new THREE.Vector2( 1, 1 );
 
     // set parameters
 
     this.setValues( parameters );
 
     // override coupled defaults if not specified explicitly by parameters
 
     parameters = parameters || {};
 
     if ( parameters.depthTest === undefined ) this.depthTest = !this.useScreenCoordinates;
     if ( parameters.sizeAttenuation === undefined ) this.sizeAttenuation = !this.useScreenCoordinates;
     if ( parameters.scaleByViewport === undefined ) this.scaleByViewport = !this.sizeAttenuation;
 
 };
 
 THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
 
 THREE.SpriteMaterial.prototype.clone = function () {
 
     var material = new THREE.SpriteMaterial();
 
     THREE.Material.prototype.clone.call( this, material );
 
     material.color.copy( this.color );
     material.map = this.map;
 
     material.useScreenCoordinates = this.useScreenCoordinates;
     material.sizeAttenuation = this.sizeAttenuation;
     material.scaleByViewport = this.scaleByViewport;
     material.alignment.copy( this.alignment );
 
     material.uvOffset.copy( this.uvOffset );
     material.uvScale.copy( this.uvScale );
 
     material.fog = this.fog;
 
     return material;
 
 };
 
 // Alignment enums
 
 THREE.SpriteAlignment = {};
 THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 );
 THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 );
 THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 );
 THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 );
 THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 );
 THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 );
 THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 );
 THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 );
 THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 );
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  * @author szimek / https://github.com/szimek/
  */
 
 THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
 
     this.id = THREE.TextureIdCount ++;
     this.uuid = THREE.Math.generateUUID();
 
     this.name = '';
 
     this.image = image;
     this.mipmaps = [];
 
     this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping();
 
     this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
     this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
 
     this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
     this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
 
     this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
 
     this.format = format !== undefined ? format : THREE.RGBAFormat;
     this.type = type !== undefined ? type : THREE.UnsignedByteType;
 
     this.offset = new THREE.Vector2( 0, 0 );
     this.repeat = new THREE.Vector2( 1, 1 );
 
     this.generateMipmaps = true;
     this.premultiplyAlpha = false;
     this.flipY = true;
     this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
 
     this.needsUpdate = false;
     this.onUpdate = null;
 
 };
 
 THREE.Texture.prototype = {
 
     constructor: THREE.Texture,
 
     clone: function ( texture ) {
 
         if ( texture === undefined ) texture = new THREE.Texture();
 
         texture.image = this.image;
         texture.mipmaps = this.mipmaps.slice(0);
 
         texture.mapping = this.mapping;
 
         texture.wrapS = this.wrapS;
         texture.wrapT = this.wrapT;
 
         texture.magFilter = this.magFilter;
         texture.minFilter = this.minFilter;
 
         texture.anisotropy = this.anisotropy;
 
         texture.format = this.format;
         texture.type = this.type;
 
         texture.offset.copy( this.offset );
         texture.repeat.copy( this.repeat );
 
         texture.generateMipmaps = this.generateMipmaps;
         texture.premultiplyAlpha = this.premultiplyAlpha;
         texture.flipY = this.flipY;
         texture.unpackAlignment = this.unpackAlignment;
 
         return texture;
 
     },
 
     dispose: function () {
 
         this.dispatchEvent( { type: 'dispose' } );
 
     }
 
 };
 
 THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
 
 THREE.TextureIdCount = 0;
 
 /**
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
 
     THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
 
     this.image = { width: width, height: height };
     this.mipmaps = mipmaps;
 
     this.generateMipmaps = false; // WebGL currently can't generate mipmaps for compressed textures, they must be embedded in DDS file
 
 };
 
 THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
 
 THREE.CompressedTexture.prototype.clone = function () {
 
     var texture = new THREE.CompressedTexture();
 
     THREE.Texture.prototype.clone.call( this, texture );
 
     return texture;
 
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
 
     THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
 
     this.image = { data: data, width: width, height: height };
 
 };
 
 THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
 
 THREE.DataTexture.prototype.clone = function () {
 
     var texture = new THREE.DataTexture();
 
     THREE.Texture.prototype.clone.call( this, texture );
 
     return texture;
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.Particle = function ( material ) {
 
     THREE.Object3D.call( this );
 
     this.material = material;
 
 };
 
 THREE.Particle.prototype = Object.create( THREE.Object3D.prototype );
 
 THREE.Particle.prototype.clone = function ( object ) {
 
     if ( object === undefined ) object = new THREE.Particle( this.material );
 
     THREE.Object3D.prototype.clone.call( this, object );
 
     return object;
 
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.ParticleSystem = function ( geometry, material ) {
 
     THREE.Object3D.call( this );
 
     this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
     this.material = material !== undefined ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } );
 
     this.sortParticles = false;
     this.frustumCulled = false;
 
 };
 
 THREE.ParticleSystem.prototype = Object.create( THREE.Object3D.prototype );
 
 THREE.ParticleSystem.prototype.clone = function ( object ) {
 
     if ( object === undefined ) object = new THREE.ParticleSystem( this.geometry, this.material );
 
     object.sortParticles = this.sortParticles;
 
     THREE.Object3D.prototype.clone.call( this, object );
 
     return object;
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.Line = function ( geometry, material, type ) {
 
     THREE.Object3D.call( this );
 
     this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
     this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
 
     this.type = ( type !== undefined ) ? type : THREE.LineStrip;
 
 };
 
 THREE.LineStrip = 0;
 THREE.LinePieces = 1;
 
 THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
 
 THREE.Line.prototype.clone = function ( object ) {
 
     if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );
 
     THREE.Object3D.prototype.clone.call( this, object );
 
     return object;
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  * @author mikael emtinger / http://gomo.se/
  * @author jonobr1 / http://jonobr1.com/
  */
 
 THREE.Mesh = function ( geometry, material ) {
 
     THREE.Object3D.call( this );
 
     this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
     this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
 
     this.updateMorphTargets();
 
 };
 
 THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
 
 THREE.Mesh.prototype.updateMorphTargets = function () {
 
     if ( this.geometry.morphTargets.length > 0 ) {
 
         this.morphTargetBase = -1;
         this.morphTargetForcedOrder = [];
         this.morphTargetInfluences = [];
         this.morphTargetDictionary = {};
 
         for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
 
             this.morphTargetInfluences.push( 0 );
             this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
 
         }
 
     }
 
 };
 
 THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
 
     if ( this.morphTargetDictionary[ name ] !== undefined ) {
 
         return this.morphTargetDictionary[ name ];
 
     }
 
     console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." );
 
     return 0;
 
 };
 
 THREE.Mesh.prototype.clone = function ( object ) {
 
     if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
 
     THREE.Object3D.prototype.clone.call( this, object );
 
     return object;
 
 };
 
 /**
  * @author mikael emtinger / http://gomo.se/
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.Bone = function( belongsToSkin ) {
 
     THREE.Object3D.call( this );
 
     this.skin = belongsToSkin;
     this.skinMatrix = new THREE.Matrix4();
 
 };
 
 THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
 
 THREE.Bone.prototype.update = function ( parentSkinMatrix, forceUpdate ) {
 
     // update local
 
     if ( this.matrixAutoUpdate ) {
 
         forceUpdate |= this.updateMatrix();
 
     }
 
     // update skin matrix
 
     if ( forceUpdate || this.matrixWorldNeedsUpdate ) {
 
         if( parentSkinMatrix ) {
 
             this.skinMatrix.multiplyMatrices( parentSkinMatrix, this.matrix );
 
         } else {
 
             this.skinMatrix.copy( this.matrix );
 
         }
 
         this.matrixWorldNeedsUpdate = false;
         forceUpdate = true;
 
     }
 
     // update children
 
     var child, i, l = this.children.length;
 
     for ( i = 0; i < l; i ++ ) {
 
         this.children[ i ].update( this.skinMatrix, forceUpdate );
 
     }
 
 };
 
 
 /**
  * @author mikael emtinger / http://gomo.se/
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
 
     THREE.Mesh.call( this, geometry, material );
 
     //
 
     this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
 
     // init bones
 
     this.identityMatrix = new THREE.Matrix4();
 
     this.bones = [];
     this.boneMatrices = [];
 
     var b, bone, gbone, p, q, s;
 
     if ( this.geometry && this.geometry.bones !== undefined ) {
 
         for ( b = 0; b < this.geometry.bones.length; b ++ ) {
 
             gbone = this.geometry.bones[ b ];
 
             p = gbone.pos;
             q = gbone.rotq;
             s = gbone.scl;
 
             bone = this.addBone();
 
             bone.name = gbone.name;
             bone.position.set( p[0], p[1], p[2] );
             bone.quaternion.set( q[0], q[1], q[2], q[3] );
         
             if ( s !== undefined ) {
 
                 bone.scale.set( s[0], s[1], s[2] );
 
             } else {
 
                 bone.scale.set( 1, 1, 1 );
 
             }
 
         }
 
         for ( b = 0; b < this.bones.length; b ++ ) {
 
             gbone = this.geometry.bones[ b ];
             bone = this.bones[ b ];
 
             if ( gbone.parent === -1 ) {
 
                 this.add( bone );
 
             } else {
 
                 this.bones[ gbone.parent ].add( bone );
 
             }
 
         }
 
         //
 
         var nBones = this.bones.length;
 
         if ( this.useVertexTexture ) {
 
             // layout (1 matrix = 4 pixels)
             //	RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
             //  with  8x8  pixel texture max   16 bones  (8 * 8  / 4)
             //  	 16x16 pixel texture max   64 bones (16 * 16 / 4)
             //  	 32x32 pixel texture max  256 bones (32 * 32 / 4)
             //  	 64x64 pixel texture max 1024 bones (64 * 64 / 4)
 
             var size;
 
             if ( nBones > 256 )
                 size = 64;
             else if ( nBones > 64 )
                 size = 32;
             else if ( nBones > 16 )
                 size = 16;
             else
                 size = 8;
 
             this.boneTextureWidth = size;
             this.boneTextureHeight = size;
 
             this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
             this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
             this.boneTexture.minFilter = THREE.NearestFilter;
             this.boneTexture.magFilter = THREE.NearestFilter;
             this.boneTexture.generateMipmaps = false;
             this.boneTexture.flipY = false;
 
         } else {
 
             this.boneMatrices = new Float32Array( 16 * nBones );
 
         }
 
         this.pose();
 
     }
 
 };
 
 THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
 
 THREE.SkinnedMesh.prototype.addBone = function( bone ) {
 
     if ( bone === undefined ) {
 
         bone = new THREE.Bone( this );
 
     }
 
     this.bones.push( bone );
 
     return bone;
 
 };
 
 THREE.SkinnedMesh.prototype.updateMatrixWorld = function () {
 
     var offsetMatrix = new THREE.Matrix4();
 
     return function ( force ) {
 
         this.matrixAutoUpdate && this.updateMatrix();
 
         // update matrixWorld
 
         if ( this.matrixWorldNeedsUpdate || force ) {
 
             if ( this.parent ) {
 
                 this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
 
             } else {
 
                 this.matrixWorld.copy( this.matrix );
 
             }
 
             this.matrixWorldNeedsUpdate = false;
 
             force = true;
 
         }
 
         // update children
 
         for ( var i = 0, l = this.children.length; i < l; i ++ ) {
 
             var child = this.children[ i ];
 
             if ( child instanceof THREE.Bone ) {
 
                 child.update( this.identityMatrix, false );
 
             } else {
 
                 child.updateMatrixWorld( true );
 
             }
 
         }
 
         // make a snapshot of the bones' rest position
 
         if ( this.boneInverses == undefined ) {
 
             this.boneInverses = [];
 
             for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
 
                 var inverse = new THREE.Matrix4();
 
                 inverse.getInverse( this.bones[ b ].skinMatrix );
 
                 this.boneInverses.push( inverse );
 
             }
 
         }
 
         // flatten bone matrices to array
 
         for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
 
             // compute the offset between the current and the original transform;
 
             // TODO: we could get rid of this multiplication step if the skinMatrix
             // was already representing the offset; however, this requires some
             // major changes to the animation system
 
             offsetMatrix.multiplyMatrices( this.bones[ b ].skinMatrix, this.boneInverses[ b ] );
             offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
 
         }
 
         if ( this.useVertexTexture ) {
 
             this.boneTexture.needsUpdate = true;
 
         }
 
     };
 
 }();
 
 THREE.SkinnedMesh.prototype.pose = function () {
 
     this.updateMatrixWorld( true );
 
     this.normalizeSkinWeights();
 
 };
 
 THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {
 
     if ( this.geometry instanceof THREE.Geometry ) {
 
         for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
 
             var sw = this.geometry.skinWeights[ i ];
 
             var scale = 1.0 / sw.lengthManhattan();
 
             if ( scale !== Infinity ) {
 
                 sw.multiplyScalar( scale );
 
             } else {
 
                 sw.set( 1 ); // this will be normalized by the shader anyway
 
             }
 
         }
 
     } else {
 
         // skinning weights assumed to be normalized for THREE.BufferGeometry
 
     }
 
 };
 
 THREE.SkinnedMesh.prototype.clone = function ( object ) {
 
     if ( object === undefined ) {
 
         object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
 
     }
 
     THREE.Mesh.prototype.clone.call( this, object );
 
     return object;
 
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.MorphAnimMesh = function ( geometry, material ) {
 
     THREE.Mesh.call( this, geometry, material );
 
     // API
 
     this.duration = 1000; // milliseconds
     this.mirroredLoop = false;
     this.time = 0;
 
     // internals
 
     this.lastKeyframe = 0;
     this.currentKeyframe = 0;
 
     this.direction = 1;
     this.directionBackwards = false;
 
     this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
 
 };
 
 THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
 
 THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
 
     this.startKeyframe = start;
     this.endKeyframe = end;
 
     this.length = this.endKeyframe - this.startKeyframe + 1;
 
 };
 
 THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
 
     this.direction = 1;
     this.directionBackwards = false;
 
 };
 
 THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
 
     this.direction = -1;
     this.directionBackwards = true;
 
 };
 
 THREE.MorphAnimMesh.prototype.parseAnimations = function () {
 
     var geometry = this.geometry;
 
     if ( ! geometry.animations ) geometry.animations = {};
 
     var firstAnimation, animations = geometry.animations;
 
     var pattern = /([a-z]+)(\d+)/;
 
     for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
 
         var morph = geometry.morphTargets[ i ];
         var parts = morph.name.match( pattern );
 
         if ( parts && parts.length > 1 ) {
 
             var label = parts[ 1 ];
             var num = parts[ 2 ];
 
             if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity };
 
             var animation = animations[ label ];
 
             if ( i < animation.start ) animation.start = i;
             if ( i > animation.end ) animation.end = i;
 
             if ( ! firstAnimation ) firstAnimation = label;
 
         }
 
     }
 
     geometry.firstAnimation = firstAnimation;
 
 };
 
 THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
 
     if ( ! this.geometry.animations ) this.geometry.animations = {};
 
     this.geometry.animations[ label ] = { start: start, end: end };
 
 };
 
 THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
 
     var animation = this.geometry.animations[ label ];
 
     if ( animation ) {
 
         this.setFrameRange( animation.start, animation.end );
         this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
         this.time = 0;
 
     } else {
 
         console.warn( "animation[" + label + "] undefined" );
 
     }
 
 };
 
 THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
 
     var frameTime = this.duration / this.length;
 
     this.time += this.direction * delta;
 
     if ( this.mirroredLoop ) {
 
         if ( this.time > this.duration || this.time < 0 ) {
 
             this.direction *= -1;
 
             if ( this.time > this.duration ) {
 
                 this.time = this.duration;
                 this.directionBackwards = true;
 
             }
 
             if ( this.time < 0 ) {
 
                 this.time = 0;
                 this.directionBackwards = false;
 
             }
 
         }
 
     } else {
 
         this.time = this.time % this.duration;
 
         if ( this.time < 0 ) this.time += this.duration;
 
     }
 
     var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
 
     if ( keyframe !== this.currentKeyframe ) {
 
         this.morphTargetInfluences[ this.lastKeyframe ] = 0;
         this.morphTargetInfluences[ this.currentKeyframe ] = 1;
 
         this.morphTargetInfluences[ keyframe ] = 0;
 
         this.lastKeyframe = this.currentKeyframe;
         this.currentKeyframe = keyframe;
 
     }
 
     var mix = ( this.time % frameTime ) / frameTime;
 
     if ( this.directionBackwards ) {
 
         mix = 1 - mix;
 
     }
 
     this.morphTargetInfluences[ this.currentKeyframe ] = mix;
     this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
 
 };
 
 THREE.MorphAnimMesh.prototype.clone = function ( object ) {
 
     if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
 
     object.duration = this.duration;
     object.mirroredLoop = this.mirroredLoop;
     object.time = this.time;
 
     object.lastKeyframe = this.lastKeyframe;
     object.currentKeyframe = this.currentKeyframe;
 
     object.direction = this.direction;
     object.directionBackwards = this.directionBackwards;
 
     THREE.Mesh.prototype.clone.call( this, object );
 
     return object;
 
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.Ribbon = function ( geometry, material ) {
 
     THREE.Object3D.call( this );
 
     this.geometry = geometry;
     this.material = material;
 
 };
 
 THREE.Ribbon.prototype = Object.create( THREE.Object3D.prototype );
 
 THREE.Ribbon.prototype.clone = function ( object ) {
 
     if ( object === undefined ) object = new THREE.Ribbon( this.geometry, this.material );
 
     THREE.Object3D.prototype.clone.call( this, object );
 
     return object;
 
 };
 
 /**
  * @author mikael emtinger / http://gomo.se/
  * @author alteredq / http://alteredqualia.com/
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.LOD = function () {
 
     THREE.Object3D.call( this );
 
     this.objects = [];
 
 };
 
 
 THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
 
 THREE.LOD.prototype.addLevel = function ( object, distance ) {
 
     if ( distance === undefined ) distance = 0;
 
     distance = Math.abs( distance );
 
     for ( var l = 0; l < this.objects.length; l ++ ) {
 
         if ( distance < this.objects[ l ].distance ) {
 
             break;
 
         }
 
     }
 
     this.objects.splice( l, 0, { distance: distance, object: object } );
     this.add( object );
 
 };
 
 THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
 
     for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
 
         if ( distance < this.objects[ i ].distance ) {
 
             break;
 
         }
 
     }
 
     return this.objects[ i - 1 ].object;
 
 };
 
 THREE.LOD.prototype.update = function () {
 
     var v1 = new THREE.Vector3();
     var v2 = new THREE.Vector3();
 
     return function ( camera ) {
 
         if ( this.objects.length > 1 ) {
 
             v1.getPositionFromMatrix( camera.matrixWorld );
             v2.getPositionFromMatrix( this.matrixWorld );
 
             var distance = v1.distanceTo( v2 );
 
             this.objects[ 0 ].object.visible = true;
 
             for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
 
                 if ( distance >= this.objects[ i ].distance ) {
 
                     this.objects[ i - 1 ].object.visible = false;
                     this.objects[ i     ].object.visible = true;
 
                 } else {
 
                     break;
 
                 }
 
             }
 
             for( ; i < l; i ++ ) {
 
                 this.objects[ i ].object.visible = false;
 
             }
 
         }
 
     };
 
 }();
 
 THREE.LOD.prototype.clone = function () {
 
     // TODO
 
 };
 
 /**
  * @author mikael emtinger / http://gomo.se/
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.Sprite = function ( material ) {
 
     THREE.Object3D.call( this );
 
     this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
 
     this.rotation3d = this.rotation;
     this.rotation = 0;
 
 };
 
 THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
 
 /*
  * Custom update matrix
  */
 
 THREE.Sprite.prototype.updateMatrix = function () {
 
     this.rotation3d.set( 0, 0, this.rotation, this.rotation3d.order );
     this.quaternion.setFromEuler( this.rotation3d );
     this.matrix.compose( this.position, this.quaternion, this.scale );
 
     this.matrixWorldNeedsUpdate = true;
 
 };
 
 THREE.Sprite.prototype.clone = function ( object ) {
 
     if ( object === undefined ) object = new THREE.Sprite( this.material );
 
     THREE.Object3D.prototype.clone.call( this, object );
 
     return object;
 
 };
 
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.Scene = function () {
 
     THREE.Object3D.call( this );
 
     this.fog = null;
     this.overrideMaterial = null;
 
     this.autoUpdate = true; // checked by the renderer
     this.matrixAutoUpdate = false;
 
     this.__objects = [];
     this.__lights = [];
 
     this.__objectsAdded = [];
     this.__objectsRemoved = [];
 
 };
 
 THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
 
 THREE.Scene.prototype.__addObject = function ( object ) {
 
     if ( object instanceof THREE.Light ) {
 
         if ( this.__lights.indexOf( object ) === - 1 ) {
 
             this.__lights.push( object );
 
         }
 
         if ( object.target && object.target.parent === undefined ) {
 
             this.add( object.target );
 
         }
 
     } else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {
 
         if ( this.__objects.indexOf( object ) === - 1 ) {
 
             this.__objects.push( object );
             this.__objectsAdded.push( object );
 
             // check if previously removed
 
             var i = this.__objectsRemoved.indexOf( object );
 
             if ( i !== -1 ) {
 
                 this.__objectsRemoved.splice( i, 1 );
 
             }
 
         }
 
     }
 
     for ( var c = 0; c < object.children.length; c ++ ) {
 
         this.__addObject( object.children[ c ] );
 
     }
 
 };
 
 THREE.Scene.prototype.__removeObject = function ( object ) {
 
     if ( object instanceof THREE.Light ) {
 
         var i = this.__lights.indexOf( object );
 
         if ( i !== -1 ) {
 
             this.__lights.splice( i, 1 );
 
         }
 
     } else if ( !( object instanceof THREE.Camera ) ) {
 
         var i = this.__objects.indexOf( object );
 
         if( i !== -1 ) {
 
             this.__objects.splice( i, 1 );
             this.__objectsRemoved.push( object );
 
             // check if previously added
 
             var ai = this.__objectsAdded.indexOf( object );
 
             if ( ai !== -1 ) {
 
                 this.__objectsAdded.splice( ai, 1 );
 
             }
 
         }
 
     }
 
     for ( var c = 0; c < object.children.length; c ++ ) {
 
         this.__removeObject( object.children[ c ] );
 
     }
 
 };
 
 THREE.Scene.prototype.clone = function ( object ) {
 
     if ( object === undefined ) object = new THREE.Scene();
 
     THREE.Object3D.prototype.clone.call(this, object);
 
     if ( this.fog !== null ) object.fog = this.fog.clone();
     if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone();
 
     object.autoUpdate = this.autoUpdate;
     object.matrixAutoUpdate = this.matrixAutoUpdate;
 
     return object;
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.Fog = function ( hex, near, far ) {
 
     this.name = '';
 
     this.color = new THREE.Color( hex );
 
     this.near = ( near !== undefined ) ? near : 1;
     this.far = ( far !== undefined ) ? far : 1000;
 
 };
 
 THREE.Fog.prototype.clone = function () {
 
     return new THREE.Fog( this.color.getHex(), this.near, this.far );
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.FogExp2 = function ( hex, density ) {
 
     this.name = '';
 
     this.color = new THREE.Color( hex );
     this.density = ( density !== undefined ) ? density : 0.00025;
 
 };
 
 THREE.FogExp2.prototype.clone = function () {
 
     return new THREE.FogExp2( this.color.getHex(), this.density );
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.CanvasRenderer = function ( parameters ) {
 
     console.log( 'THREE.CanvasRenderer', THREE.REVISION );
 
     var smoothstep = THREE.Math.smoothstep;
 
     parameters = parameters || {};
 
     var _this = this,
     _renderData, _elements, _lights,
     _projector = new THREE.Projector(),
 
     _canvas = parameters.canvas !== undefined
             ? parameters.canvas
             : document.createElement( 'canvas' ),
 
     _canvasWidth, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf,
     _context = _canvas.getContext( '2d' ),
 
     _clearColor = new THREE.Color( 0x000000 ),
     _clearAlpha = 0,
 
     _contextGlobalAlpha = 1,
     _contextGlobalCompositeOperation = 0,
     _contextStrokeStyle = null,
     _contextFillStyle = null,
     _contextLineWidth = null,
     _contextLineCap = null,
     _contextLineJoin = null,
     _contextDashSize = null,
     _contextGapSize = 0,
 
     _camera,
 
     _v1, _v2, _v3, _v4,
     _v5 = new THREE.RenderableVertex(),
     _v6 = new THREE.RenderableVertex(),
 
     _v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
     _v4x, _v4y, _v5x, _v5y, _v6x, _v6y,
 
     _color = new THREE.Color(),
     _color1 = new THREE.Color(),
     _color2 = new THREE.Color(),
     _color3 = new THREE.Color(),
     _color4 = new THREE.Color(),
 
     _diffuseColor = new THREE.Color(),
     _emissiveColor = new THREE.Color(),
 
     _lightColor = new THREE.Color(),
 
     _patterns = {}, _imagedatas = {},
 
     _near, _far,
 
     _image, _uvs,
     _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,
 
     _clipBox = new THREE.Box2(),
     _clearBox = new THREE.Box2(),
     _elemBox = new THREE.Box2(),
 
     _ambientLight = new THREE.Color(),
     _directionalLights = new THREE.Color(),
     _pointLights = new THREE.Color(),
 
     _vector3 = new THREE.Vector3(), // Needed for PointLight
 
     _pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData,
     _gradientMap, _gradientMapContext, _gradientMapQuality = 16;
 
     _pixelMap = document.createElement( 'canvas' );
     _pixelMap.width = _pixelMap.height = 2;
 
     _pixelMapContext = _pixelMap.getContext( '2d' );
     _pixelMapContext.fillStyle = 'rgba(0,0,0,1)';
     _pixelMapContext.fillRect( 0, 0, 2, 2 );
 
     _pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 );
     _pixelMapData = _pixelMapImage.data;
 
     _gradientMap = document.createElement( 'canvas' );
     _gradientMap.width = _gradientMap.height = _gradientMapQuality;
 
     _gradientMapContext = _gradientMap.getContext( '2d' );
     _gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 );
     _gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality );
 
     _gradientMapQuality --; // Fix UVs
 
     // dash+gap fallbacks for Firefox and everything else
 
     if ( _context.setLineDash === undefined ) {
 
         if ( _context.mozDash !== undefined ) {
 
             _context.setLineDash = function ( values ) {
 
                 _context.mozDash = values[ 0 ] !== null ? values : null;
 
             }
 
         } else {
 
             _context.setLineDash = function () {}
 
         }
 
     }
 
     this.domElement = _canvas;
 
     this.devicePixelRatio = parameters.devicePixelRatio !== undefined
                 ? parameters.devicePixelRatio
                 : window.devicePixelRatio !== undefined
                     ? window.devicePixelRatio
                     : 1;
 
     this.autoClear = true;
     this.sortObjects = true;
     this.sortElements = true;
 
     this.info = {
 
         render: {
 
             vertices: 0,
             faces: 0
 
         }
 
     }
 
     // WebGLRenderer compatibility
 
     this.supportsVertexTextures = function () {};
     this.setFaceCulling = function () {};
 
     this.setSize = function ( width, height, updateStyle ) {
 
         _canvasWidth = width * this.devicePixelRatio;
         _canvasHeight = height * this.devicePixelRatio;
 
         _canvasWidthHalf = Math.floor( _canvasWidth / 2 );
         _canvasHeightHalf = Math.floor( _canvasHeight / 2 );
 
         _canvas.width = _canvasWidth;
         _canvas.height = _canvasHeight;
 
         if ( this.devicePixelRatio !== 1 && updateStyle !== false ) {
 
             _canvas.style.width = width + 'px';
             _canvas.style.height = height + 'px';
 
         }
 
         _clipBox.set(
             new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
             new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
         );
 
         _clearBox.set(
             new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
             new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
         );
 
         _contextGlobalAlpha = 1;
         _contextGlobalCompositeOperation = 0;
         _contextStrokeStyle = null;
         _contextFillStyle = null;
         _contextLineWidth = null;
         _contextLineCap = null;
         _contextLineJoin = null;
 
     };
 
     this.setClearColor = function ( color, alpha ) {
 
         _clearColor.set( color );
         _clearAlpha = alpha !== undefined ? alpha : 1;
 
         _clearBox.set(
             new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
             new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
         );
 
     };
 
     this.setClearColorHex = function ( hex, alpha ) {
 
         console.warn( 'DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
         this.setClearColor( hex, alpha );
 
     };
 
     this.getMaxAnisotropy = function () {
 
         return 0;
 
     };
 
     this.clear = function () {
 
         _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
 
         if ( _clearBox.empty() === false ) {
 
             _clearBox.intersect( _clipBox );
             _clearBox.expandByScalar( 2 );
 
             if ( _clearAlpha < 1 ) {
 
                 _context.clearRect(
                     _clearBox.min.x | 0,
                     _clearBox.min.y | 0,
                     ( _clearBox.max.x - _clearBox.min.x ) | 0,
                     ( _clearBox.max.y - _clearBox.min.y ) | 0
                 );
 
             }
 
             if ( _clearAlpha > 0 ) {
 
                 setBlending( THREE.NormalBlending );
                 setOpacity( 1 );
 
                 setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearAlpha + ')' );
 
                 _context.fillRect(
                     _clearBox.min.x | 0,
                     _clearBox.min.y | 0,
                     ( _clearBox.max.x - _clearBox.min.x ) | 0,
                     ( _clearBox.max.y - _clearBox.min.y ) | 0
                 );
 
             }
 
             _clearBox.makeEmpty();
 
         }
 
 
     };
 
     this.render = function ( scene, camera ) {
 
         if ( camera instanceof THREE.Camera === false ) {
 
             console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' );
             return;
 
         }
 
         if ( this.autoClear === true ) this.clear();
 
         _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
 
         _this.info.render.vertices = 0;
         _this.info.render.faces = 0;
 
         _renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
         _elements = _renderData.elements;
         _lights = _renderData.lights;
         _camera = camera;
 
         /* DEBUG
         setFillStyle( 'rgba( 0, 255, 255, 0.5 )' );
         _context.fillRect( _clipBox.min.x, _clipBox.min.y, _clipBox.max.x - _clipBox.min.x, _clipBox.max.y - _clipBox.min.y );
         */
 
         calculateLights();
 
         for ( var e = 0, el = _elements.length; e < el; e++ ) {
 
             var element = _elements[ e ];
 
             var material = element.material;
 
             if ( material === undefined || material.visible === false ) continue;
 
             _elemBox.makeEmpty();
 
             if ( element instanceof THREE.RenderableParticle ) {
 
                 _v1 = element;
                 _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;
 
                 renderParticle( _v1, element, material );
 
             } else if ( element instanceof THREE.RenderableLine ) {
 
                 _v1 = element.v1; _v2 = element.v2;
 
                 _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
                 _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
 
                 _elemBox.setFromPoints( [
                     _v1.positionScreen,
                     _v2.positionScreen
                 ] );
 
                 if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
 
                     renderLine( _v1, _v2, element, material );
 
                 }
 
             } else if ( element instanceof THREE.RenderableFace3 ) {
 
                 _v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
 
                 if ( _v1.positionScreen.z < -1 || _v1.positionScreen.z > 1 ) continue;
                 if ( _v2.positionScreen.z < -1 || _v2.positionScreen.z > 1 ) continue;
                 if ( _v3.positionScreen.z < -1 || _v3.positionScreen.z > 1 ) continue;
 
                 _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
                 _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
                 _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
 
                 if ( material.overdraw > 0 ) {
 
                     expand( _v1.positionScreen, _v2.positionScreen, material.overdraw );
                     expand( _v2.positionScreen, _v3.positionScreen, material.overdraw );
                     expand( _v3.positionScreen, _v1.positionScreen, material.overdraw );
 
                 }
 
                 _elemBox.setFromPoints( [
                     _v1.positionScreen,
                     _v2.positionScreen,
                     _v3.positionScreen
                 ] );
 
                 if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
 
                     renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material );
 
                 }
 
             }
 
             /* DEBUG
             setLineWidth( 1 );
             setStrokeStyle( 'rgba( 0, 255, 0, 0.5 )' );
             _context.strokeRect( _elemBox.min.x, _elemBox.min.y, _elemBox.max.x - _elemBox.min.x, _elemBox.max.y - _elemBox.min.y );
             */
 
             _clearBox.union( _elemBox );
 
         }
 
         /* DEBUG
         setLineWidth( 1 );
         setStrokeStyle( 'rgba( 255, 0, 0, 0.5 )' );
         _context.strokeRect( _clearBox.min.x, _clearBox.min.y, _clearBox.max.x - _clearBox.min.x, _clearBox.max.y - _clearBox.min.y );
         */
 
         _context.setTransform( 1, 0, 0, 1, 0, 0 );
 
     };
 
     //
 
     function calculateLights() {
 
         _ambientLight.setRGB( 0, 0, 0 );
         _directionalLights.setRGB( 0, 0, 0 );
         _pointLights.setRGB( 0, 0, 0 );
 
         for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
 
             var light = _lights[ l ];
             var lightColor = light.color;
 
             if ( light instanceof THREE.AmbientLight ) {
 
                 _ambientLight.add( lightColor );
 
             } else if ( light instanceof THREE.DirectionalLight ) {
 
                 // for particles
 
                 _directionalLights.add( lightColor );
 
             } else if ( light instanceof THREE.PointLight ) {
 
                 // for particles
 
                 _pointLights.add( lightColor );
 
             }
 
         }
 
     }
 
     function calculateLight( position, normal, color ) {
 
         for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
 
             var light = _lights[ l ];
 
             _lightColor.copy( light.color );
 
             if ( light instanceof THREE.DirectionalLight ) {
 
                 var lightPosition = _vector3.getPositionFromMatrix( light.matrixWorld ).normalize();
 
                 var amount = normal.dot( lightPosition );
 
                 if ( amount <= 0 ) continue;
 
                 amount *= light.intensity;
 
                 color.add( _lightColor.multiplyScalar( amount ) );
 
             } else if ( light instanceof THREE.PointLight ) {
 
                 var lightPosition = _vector3.getPositionFromMatrix( light.matrixWorld );
 
                 var amount = normal.dot( _vector3.subVectors( lightPosition, position ).normalize() );
 
                 if ( amount <= 0 ) continue;
 
                 amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
 
                 if ( amount == 0 ) continue;
 
                 amount *= light.intensity;
 
                 color.add( _lightColor.multiplyScalar( amount ) );
 
             }
 
         }
 
     }
 
     function renderParticle( v1, element, material ) {
 
         setOpacity( material.opacity );
         setBlending( material.blending );
 
         var width, height, scaleX, scaleY,
         bitmap, bitmapWidth, bitmapHeight;
 
         if ( material instanceof THREE.ParticleBasicMaterial ) {
 
             if ( material.map === null ) {
 
                 scaleX = element.object.scale.x;
                 scaleY = element.object.scale.y;
 
                 // TODO: Be able to disable this
 
                 scaleX *= element.scale.x * _canvasWidthHalf;
                 scaleY *= element.scale.y * _canvasHeightHalf;
 
                 _elemBox.min.set( v1.x - scaleX, v1.y - scaleY );
                 _elemBox.max.set( v1.x + scaleX, v1.y + scaleY );
 
                 if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
 
                     _elemBox.makeEmpty();
                     return;
 
                 }
 
                 setFillStyle( material.color.getStyle() );
 
                 _context.save();
                 _context.translate( v1.x, v1.y );
                 _context.rotate( - element.rotation );
                 _context.scale( scaleX, scaleY );
                 _context.fillRect( -1, -1, 2, 2 );
                 _context.restore();
 
             } else {
 
                 bitmap = material.map.image;
                 bitmapWidth = bitmap.width >> 1;
                 bitmapHeight = bitmap.height >> 1;
 
                 scaleX = element.scale.x * _canvasWidthHalf;
                 scaleY = element.scale.y * _canvasHeightHalf;
 
                 width = scaleX * bitmapWidth;
                 height = scaleY * bitmapHeight;
 
                 // TODO: Rotations break this...
 
                 _elemBox.min.set( v1.x - width, v1.y - height );
                 _elemBox.max.set( v1.x + width, v1.y + height );
 
                 if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
 
                     _elemBox.makeEmpty();
                     return;
 
                 }
 
                 _context.save();
                 _context.translate( v1.x, v1.y );
                 _context.rotate( - element.rotation );
                 _context.scale( scaleX, - scaleY );
 
                 _context.translate( - bitmapWidth, - bitmapHeight );
                 _context.drawImage( bitmap, 0, 0 );
                 _context.restore();
 
             }
 
             /* DEBUG
             setStrokeStyle( 'rgb(255,255,0)' );
             _context.beginPath();
             _context.moveTo( v1.x - 10, v1.y );
             _context.lineTo( v1.x + 10, v1.y );
             _context.moveTo( v1.x, v1.y - 10 );
             _context.lineTo( v1.x, v1.y + 10 );
             _context.stroke();
             */
 
         } else if ( material instanceof THREE.ParticleCanvasMaterial ) {
 
             width = element.scale.x * _canvasWidthHalf;
             height = element.scale.y * _canvasHeightHalf;
 
             _elemBox.min.set( v1.x - width, v1.y - height );
             _elemBox.max.set( v1.x + width, v1.y + height );
 
             if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
 
                 _elemBox.makeEmpty();
                 return;
 
             }
 
             setStrokeStyle( material.color.getStyle() );
             setFillStyle( material.color.getStyle() );
 
             _context.save();
             _context.translate( v1.x, v1.y );
             _context.rotate( - element.rotation );
             _context.scale( width, height );
 
             material.program( _context );
 
             _context.restore();
 
         }
 
     }
 
     function renderLine( v1, v2, element, material ) {
 
         setOpacity( material.opacity );
         setBlending( material.blending );
 
         _context.beginPath();
         _context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
         _context.lineTo( v2.positionScreen.x, v2.positionScreen.y );
 
         if ( material instanceof THREE.LineBasicMaterial ) {
 
             setLineWidth( material.linewidth );
             setLineCap( material.linecap );
             setLineJoin( material.linejoin );
 
             if ( material.vertexColors !== THREE.VertexColors ) {
 
                 setStrokeStyle( material.color.getStyle() );
 
             } else {
 
                 var colorStyle1 = element.vertexColors[0].getStyle();
                 var colorStyle2 = element.vertexColors[1].getStyle();
 
                 if ( colorStyle1 === colorStyle2 ) {
 
                     setStrokeStyle( colorStyle1 );
 
                 } else {
 
                     try {
 
                         var grad = _context.createLinearGradient(
                             v1.positionScreen.x,
                             v1.positionScreen.y,
                             v2.positionScreen.x,
                             v2.positionScreen.y
                         );
                         grad.addColorStop( 0, colorStyle1 );
                         grad.addColorStop( 1, colorStyle2 );
 
                     } catch ( exception ) {
 
                         grad = colorStyle1;
 
                     }
 
                     setStrokeStyle( grad );
 
                 }
 
             }
 
             _context.stroke();
             _elemBox.expandByScalar( material.linewidth * 2 );
 
         } else if ( material instanceof THREE.LineDashedMaterial ) {
 
             setLineWidth( material.linewidth );
             setLineCap( material.linecap );
             setLineJoin( material.linejoin );
             setStrokeStyle( material.color.getStyle() );
             setDashAndGap( material.dashSize, material.gapSize );
 
             _context.stroke();
 
             _elemBox.expandByScalar( material.linewidth * 2 );
 
             setDashAndGap( null, null );
 
         }
 
     }
 
     function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material ) {
 
         _this.info.render.vertices += 3;
         _this.info.render.faces ++;
 
         setOpacity( material.opacity );
         setBlending( material.blending );
 
         _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
         _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
         _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
 
         drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y );
 
         if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) && material.map === null ) {
 
             _diffuseColor.copy( material.color );
             _emissiveColor.copy( material.emissive );
 
             if ( material.vertexColors === THREE.FaceColors ) {
 
                 _diffuseColor.multiply( element.color );
 
             }
 
             if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 3 ) {
 
                 _color1.copy( _ambientLight );
                 _color2.copy( _ambientLight );
                 _color3.copy( _ambientLight );
 
                 calculateLight( element.v1.positionWorld, element.vertexNormalsModel[ 0 ], _color1 );
                 calculateLight( element.v2.positionWorld, element.vertexNormalsModel[ 1 ], _color2 );
                 calculateLight( element.v3.positionWorld, element.vertexNormalsModel[ 2 ], _color3 );
 
                 _color1.multiply( _diffuseColor ).add( _emissiveColor );
                 _color2.multiply( _diffuseColor ).add( _emissiveColor );
                 _color3.multiply( _diffuseColor ).add( _emissiveColor );
                 _color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
 
                 _image = getGradientTexture( _color1, _color2, _color3, _color4 );
 
                 clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
 
             } else {
 
                 _color.copy( _ambientLight );
 
                 calculateLight( element.centroidModel, element.normalModel, _color );
 
                 _color.multiply( _diffuseColor ).add( _emissiveColor );
 
                 material.wireframe === true
                     ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
                     : fillPath( _color );
 
             }
 
         } else if ( material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
 
             if ( material.map !== null ) {
 
                 if ( material.map.mapping instanceof THREE.UVMapping ) {
 
                     _uvs = element.uvs[ 0 ];
                     patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].x, _uvs[ uv1 ].y, _uvs[ uv2 ].x, _uvs[ uv2 ].y, _uvs[ uv3 ].x, _uvs[ uv3 ].y, material.map );
 
                 }
 
 
             } else if ( material.envMap !== null ) {
 
                 if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {
 
                     _vector3.copy( element.vertexNormalsModelView[ uv1 ] );
                     _uv1x = 0.5 * _vector3.x + 0.5;
                     _uv1y = 0.5 * _vector3.y + 0.5;
 
                     _vector3.copy( element.vertexNormalsModelView[ uv2 ] );
                     _uv2x = 0.5 * _vector3.x + 0.5;
                     _uv2y = 0.5 * _vector3.y + 0.5;
 
                     _vector3.copy( element.vertexNormalsModelView[ uv3 ] );
                     _uv3x = 0.5 * _vector3.x + 0.5;
                     _uv3y = 0.5 * _vector3.y + 0.5;
 
                     patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
 
                 }/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) {
 
 
 
                 }*/
 
 
             } else {
 
                 _color.copy( material.color );
 
                 if ( material.vertexColors === THREE.FaceColors ) {
 
                     _color.multiply( element.color );
 
                 }
 
                 material.wireframe === true
                     ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
                     : fillPath( _color );
 
             }
 
         } else if ( material instanceof THREE.MeshDepthMaterial ) {
 
             _near = _camera.near;
             _far = _camera.far;
 
             _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _near, _far );
             _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z * v2.positionScreen.w, _near, _far );
             _color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z * v3.positionScreen.w, _near, _far );
             _color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
 
             _image = getGradientTexture( _color1, _color2, _color3, _color4 );
 
             clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
 
         } else if ( material instanceof THREE.MeshNormalMaterial ) {
 
             var normal;
 
             if ( material.shading == THREE.FlatShading ) {
 
                 normal = element.normalModelView;
 
                 _color.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
 
                 material.wireframe === true
                     ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
                     : fillPath( _color );
 
             } else if ( material.shading == THREE.SmoothShading ) {
 
                 normal = element.vertexNormalsModelView[ uv1 ];
                 _color1.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
 
                 normal = element.vertexNormalsModelView[ uv2 ];
                 _color2.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
 
                 normal = element.vertexNormalsModelView[ uv3 ];
                 _color3.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
 
                 _color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
 
                 _image = getGradientTexture( _color1, _color2, _color3, _color4 );
 
                 clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
 
             }
 
         }
 
     }
 
     //
 
     function drawTriangle( x0, y0, x1, y1, x2, y2 ) {
 
         _context.beginPath();
         _context.moveTo( x0, y0 );
         _context.lineTo( x1, y1 );
         _context.lineTo( x2, y2 );
         _context.closePath();
 
     }
 
     function strokePath( color, linewidth, linecap, linejoin ) {
 
         setLineWidth( linewidth );
         setLineCap( linecap );
         setLineJoin( linejoin );
         setStrokeStyle( color.getStyle() );
 
         _context.stroke();
 
         _elemBox.expandByScalar( linewidth * 2 );
 
     }
 
     function fillPath( color ) {
 
         setFillStyle( color.getStyle() );
         _context.fill();
 
     }
 
     function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {
 
         if ( texture instanceof THREE.DataTexture || texture.image === undefined || texture.image.width == 0 ) return;
 
         if ( texture.needsUpdate === true ) {
 
             var repeatX = texture.wrapS == THREE.RepeatWrapping;
             var repeatY = texture.wrapT == THREE.RepeatWrapping;
 
             _patterns[ texture.id ] = _context.createPattern(
                 texture.image, repeatX === true && repeatY === true
                     ? 'repeat'
                     : repeatX === true && repeatY === false
                         ? 'repeat-x'
                         : repeatX === false && repeatY === true
                             ? 'repeat-y'
                             : 'no-repeat'
             );
 
             texture.needsUpdate = false;
 
         }
 
         _patterns[ texture.id ] === undefined
             ? setFillStyle( 'rgba(0,0,0,1)' )
             : setFillStyle( _patterns[ texture.id ] );
 
         // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
 
         var a, b, c, d, e, f, det, idet,
         offsetX = texture.offset.x / texture.repeat.x,
         offsetY = texture.offset.y / texture.repeat.y,
         width = texture.image.width * texture.repeat.x,
         height = texture.image.height * texture.repeat.y;
 
         u0 = ( u0 + offsetX ) * width;
         v0 = ( 1.0 - v0 + offsetY ) * height;
 
         u1 = ( u1 + offsetX ) * width;
         v1 = ( 1.0 - v1 + offsetY ) * height;
 
         u2 = ( u2 + offsetX ) * width;
         v2 = ( 1.0 - v2 + offsetY ) * height;
 
         x1 -= x0; y1 -= y0;
         x2 -= x0; y2 -= y0;
 
         u1 -= u0; v1 -= v0;
         u2 -= u0; v2 -= v0;
 
         det = u1 * v2 - u2 * v1;
 
         if ( det === 0 ) {
 
             if ( _imagedatas[ texture.id ] === undefined ) {
 
                 var canvas = document.createElement( 'canvas' )
                 canvas.width = texture.image.width;
                 canvas.height = texture.image.height;
 
                 var context = canvas.getContext( '2d' );
                 context.drawImage( texture.image, 0, 0 );
 
                 _imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data;
 
             }
 
             var data = _imagedatas[ texture.id ];
             var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4;
 
             _color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 );
             fillPath( _color );
 
             return;
 
         }
 
         idet = 1 / det;
 
         a = ( v2 * x1 - v1 * x2 ) * idet;
         b = ( v2 * y1 - v1 * y2 ) * idet;
         c = ( u1 * x2 - u2 * x1 ) * idet;
         d = ( u1 * y2 - u2 * y1 ) * idet;
 
         e = x0 - a * u0 - c * v0;
         f = y0 - b * u0 - d * v0;
 
         _context.save();
         _context.transform( a, b, c, d, e, f );
         _context.fill();
         _context.restore();
 
     }
 
     function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {
 
         // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
 
         var a, b, c, d, e, f, det, idet,
         width = image.width - 1,
         height = image.height - 1;
 
         u0 *= width; v0 *= height;
         u1 *= width; v1 *= height;
         u2 *= width; v2 *= height;
 
         x1 -= x0; y1 -= y0;
         x2 -= x0; y2 -= y0;
 
         u1 -= u0; v1 -= v0;
         u2 -= u0; v2 -= v0;
 
         det = u1 * v2 - u2 * v1;
 
         idet = 1 / det;
 
         a = ( v2 * x1 - v1 * x2 ) * idet;
         b = ( v2 * y1 - v1 * y2 ) * idet;
         c = ( u1 * x2 - u2 * x1 ) * idet;
         d = ( u1 * y2 - u2 * y1 ) * idet;
 
         e = x0 - a * u0 - c * v0;
         f = y0 - b * u0 - d * v0;
 
         _context.save();
         _context.transform( a, b, c, d, e, f );
         _context.clip();
         _context.drawImage( image, 0, 0 );
         _context.restore();
 
     }
 
     function getGradientTexture( color1, color2, color3, color4 ) {
 
         // http://mrdoob.com/blog/post/710
 
         _pixelMapData[ 0 ] = ( color1.r * 255 ) | 0;
         _pixelMapData[ 1 ] = ( color1.g * 255 ) | 0;
         _pixelMapData[ 2 ] = ( color1.b * 255 ) | 0;
 
         _pixelMapData[ 4 ] = ( color2.r * 255 ) | 0;
         _pixelMapData[ 5 ] = ( color2.g * 255 ) | 0;
         _pixelMapData[ 6 ] = ( color2.b * 255 ) | 0;
 
         _pixelMapData[ 8 ] = ( color3.r * 255 ) | 0;
         _pixelMapData[ 9 ] = ( color3.g * 255 ) | 0;
         _pixelMapData[ 10 ] = ( color3.b * 255 ) | 0;
 
         _pixelMapData[ 12 ] = ( color4.r * 255 ) | 0;
         _pixelMapData[ 13 ] = ( color4.g * 255 ) | 0;
         _pixelMapData[ 14 ] = ( color4.b * 255 ) | 0;
 
         _pixelMapContext.putImageData( _pixelMapImage, 0, 0 );
         _gradientMapContext.drawImage( _pixelMap, 0, 0 );
 
         return _gradientMap;
 
     }
 
     // Hide anti-alias gaps
 
     function expand( v1, v2, pixels ) {
 
         var x = v2.x - v1.x, y = v2.y - v1.y,
         det = x * x + y * y, idet;
 
         if ( det === 0 ) return;
 
         idet = pixels / Math.sqrt( det );
 
         x *= idet; y *= idet;
 
         v2.x += x; v2.y += y;
         v1.x -= x; v1.y -= y;
 
     }
 
     // Context cached methods.
 
     function setOpacity( value ) {
 
         if ( _contextGlobalAlpha !== value ) {
 
             _context.globalAlpha = value;
             _contextGlobalAlpha = value;
 
         }
 
     }
 
     function setBlending( value ) {
 
         if ( _contextGlobalCompositeOperation !== value ) {
 
             if ( value === THREE.NormalBlending ) {
 
                 _context.globalCompositeOperation = 'source-over';
 
             } else if ( value === THREE.AdditiveBlending ) {
 
                 _context.globalCompositeOperation = 'lighter';
 
             } else if ( value === THREE.SubtractiveBlending ) {
 
                 _context.globalCompositeOperation = 'darker';
 
             }
 
             _contextGlobalCompositeOperation = value;
 
         }
 
     }
 
     function setLineWidth( value ) {
 
         if ( _contextLineWidth !== value ) {
 
             _context.lineWidth = value;
             _contextLineWidth = value;
 
         }
 
     }
 
     function setLineCap( value ) {
 
         // "butt", "round", "square"
 
         if ( _contextLineCap !== value ) {
 
             _context.lineCap = value;
             _contextLineCap = value;
 
         }
 
     }
 
     function setLineJoin( value ) {
 
         // "round", "bevel", "miter"
 
         if ( _contextLineJoin !== value ) {
 
             _context.lineJoin = value;
             _contextLineJoin = value;
 
         }
 
     }
 
     function setStrokeStyle( value ) {
 
         if ( _contextStrokeStyle !== value ) {
 
             _context.strokeStyle = value;
             _contextStrokeStyle = value;
 
         }
 
     }
 
     function setFillStyle( value ) {
 
         if ( _contextFillStyle !== value ) {
 
             _context.fillStyle = value;
             _contextFillStyle = value;
 
         }
 
     }
 
     function setDashAndGap( dashSizeValue, gapSizeValue ) {
 
         if ( _contextDashSize !== dashSizeValue || _contextGapSize !== gapSizeValue ) {
 
             _context.setLineDash( [ dashSizeValue, gapSizeValue ] );
             _contextDashSize = dashSizeValue;
             _contextGapSize = gapSizeValue;
 
         }
 
     }
 
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  * @author mrdoob / http://mrdoob.com/
  * @author mikael emtinger / http://gomo.se/
  */
 
 THREE.ShaderChunk = {
 
     // FOG
 
     fog_pars_fragment: [
 
         "#ifdef USE_FOG",
 
             "uniform vec3 fogColor;",
 
             "#ifdef FOG_EXP2",
 
                 "uniform float fogDensity;",
 
             "#else",
 
                 "uniform float fogNear;",
                 "uniform float fogFar;",
 
             "#endif",
 
         "#endif"
 
     ].join("\n"),
 
     fog_fragment: [
 
         "#ifdef USE_FOG",
 
             "float depth = gl_FragCoord.z / gl_FragCoord.w;",
 
             "#ifdef FOG_EXP2",
 
                 "const float LOG2 = 1.442695;",
                 "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
                 "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
 
             "#else",
 
                 "float fogFactor = smoothstep( fogNear, fogFar, depth );",
 
             "#endif",
 
             "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
 
         "#endif"
 
     ].join("\n"),
 
     // ENVIRONMENT MAP
 
     envmap_pars_fragment: [
 
         "#ifdef USE_ENVMAP",
 
             "uniform float reflectivity;",
             "uniform samplerCube envMap;",
             "uniform float flipEnvMap;",
             "uniform int combine;",
 
             "#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
 
                 "uniform bool useRefract;",
                 "uniform float refractionRatio;",
 
             "#else",
 
                 "varying vec3 vReflect;",
 
             "#endif",
 
         "#endif"
 
     ].join("\n"),
 
     envmap_fragment: [
 
         "#ifdef USE_ENVMAP",
 
             "vec3 reflectVec;",
 
             "#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
 
                 "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
 
                 "if ( useRefract ) {",
 
                     "reflectVec = refract( cameraToVertex, normal, refractionRatio );",
 
                 "} else { ",
 
                     "reflectVec = reflect( cameraToVertex, normal );",
 
                 "}",
 
             "#else",
 
                 "reflectVec = vReflect;",
 
             "#endif",
 
             "#ifdef DOUBLE_SIDED",
 
                 "float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
                 "vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
 
             "#else",
 
                 "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
 
             "#endif",
 
             "#ifdef GAMMA_INPUT",
 
                 "cubeColor.xyz *= cubeColor.xyz;",
 
             "#endif",
 
             "if ( combine == 1 ) {",
 
                 "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",
 
             "} else if ( combine == 2 ) {",
 
                 "gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;",
 
             "} else {",
 
                 "gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
 
             "}",
 
         "#endif"
 
     ].join("\n"),
 
     envmap_pars_vertex: [
 
         "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
 
             "varying vec3 vReflect;",
 
             "uniform float refractionRatio;",
             "uniform bool useRefract;",
 
         "#endif"
 
     ].join("\n"),
 
     worldpos_vertex : [
 
         "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )",
 
             "#ifdef USE_SKINNING",
 
                 "vec4 worldPosition = modelMatrix * skinned;",
 
             "#endif",
 
             "#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
 
                 "vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",
 
             "#endif",
 
             "#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
 
                 "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
 
             "#endif",
 
         "#endif"
 
     ].join("\n"),
 
     envmap_vertex : [
 
         "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
 
             "vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;",
             "worldNormal = normalize( worldNormal );",
 
             "vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );",
 
             "if ( useRefract ) {",
 
                 "vReflect = refract( cameraToVertex, worldNormal, refractionRatio );",
 
             "} else {",
 
                 "vReflect = reflect( cameraToVertex, worldNormal );",
 
             "}",
 
         "#endif"
 
     ].join("\n"),
 
     // COLOR MAP (particles)
 
     map_particle_pars_fragment: [
 
         "#ifdef USE_MAP",
 
             "uniform sampler2D map;",
 
         "#endif"
 
     ].join("\n"),
 
 
     map_particle_fragment: [
 
         "#ifdef USE_MAP",
 
             "gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );",
 
         "#endif"
 
     ].join("\n"),
 
     // COLOR MAP (triangles)
 
     map_pars_vertex: [
 
         "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
 
             "varying vec2 vUv;",
             "uniform vec4 offsetRepeat;",
 
         "#endif"
 
     ].join("\n"),
 
     map_pars_fragment: [
 
         "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
 
             "varying vec2 vUv;",
 
         "#endif",
 
         "#ifdef USE_MAP",
 
             "uniform sampler2D map;",
 
         "#endif"
 
     ].join("\n"),
 
     map_vertex: [
 
         "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
 
             "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
 
         "#endif"
 
     ].join("\n"),
 
     map_fragment: [
 
         "#ifdef USE_MAP",
 
             "vec4 texelColor = texture2D( map, vUv );",
 
             "#ifdef GAMMA_INPUT",
 
                 "texelColor.xyz *= texelColor.xyz;",
 
             "#endif",
 
             "gl_FragColor = gl_FragColor * texelColor;",
 
         "#endif"
 
     ].join("\n"),
 
     // LIGHT MAP
 
     lightmap_pars_fragment: [
 
         "#ifdef USE_LIGHTMAP",
 
             "varying vec2 vUv2;",
             "uniform sampler2D lightMap;",
 
         "#endif"
 
     ].join("\n"),
 
     lightmap_pars_vertex: [
 
         "#ifdef USE_LIGHTMAP",
 
             "varying vec2 vUv2;",
 
         "#endif"
 
     ].join("\n"),
 
     lightmap_fragment: [
 
         "#ifdef USE_LIGHTMAP",
 
             "gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
 
         "#endif"
 
     ].join("\n"),
 
     lightmap_vertex: [
 
         "#ifdef USE_LIGHTMAP",
 
             "vUv2 = uv2;",
 
         "#endif"
 
     ].join("\n"),
 
     // BUMP MAP
 
     bumpmap_pars_fragment: [
 
         "#ifdef USE_BUMPMAP",
 
             "uniform sampler2D bumpMap;",
             "uniform float bumpScale;",
 
             // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
             //	http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html
 
             // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
 
             "vec2 dHdxy_fwd() {",
 
                 "vec2 dSTdx = dFdx( vUv );",
                 "vec2 dSTdy = dFdy( vUv );",
 
                 "float Hll = bumpScale * texture2D( bumpMap, vUv ).x;",
                 "float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;",
                 "float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;",
 
                 "return vec2( dBx, dBy );",
 
             "}",
 
             "vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {",
 
                 "vec3 vSigmaX = dFdx( surf_pos );",
                 "vec3 vSigmaY = dFdy( surf_pos );",
                 "vec3 vN = surf_norm;",		// normalized
 
                 "vec3 R1 = cross( vSigmaY, vN );",
                 "vec3 R2 = cross( vN, vSigmaX );",
 
                 "float fDet = dot( vSigmaX, R1 );",
 
                 "vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );",
                 "return normalize( abs( fDet ) * surf_norm - vGrad );",
 
             "}",
 
         "#endif"
 
     ].join("\n"),
 
     // NORMAL MAP
 
     normalmap_pars_fragment: [
 
         "#ifdef USE_NORMALMAP",
 
             "uniform sampler2D normalMap;",
             "uniform vec2 normalScale;",
 
             // Per-Pixel Tangent Space Normal Mapping
             // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
 
             "vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {",
 
                 "vec3 q0 = dFdx( eye_pos.xyz );",
                 "vec3 q1 = dFdy( eye_pos.xyz );",
                 "vec2 st0 = dFdx( vUv.st );",
                 "vec2 st1 = dFdy( vUv.st );",
 
                 "vec3 S = normalize(  q0 * st1.t - q1 * st0.t );",
                 "vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
                 "vec3 N = normalize( surf_norm );",
 
                 "vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;",
                 "mapN.xy = normalScale * mapN.xy;",
                 "mat3 tsn = mat3( S, T, N );",
                 "return normalize( tsn * mapN );",
 
             "}",
 
         "#endif"
 
     ].join("\n"),
 
     // SPECULAR MAP
 
     specularmap_pars_fragment: [
 
         "#ifdef USE_SPECULARMAP",
 
             "uniform sampler2D specularMap;",
 
         "#endif"
 
     ].join("\n"),
 
     specularmap_fragment: [
 
         "float specularStrength;",
 
         "#ifdef USE_SPECULARMAP",
 
             "vec4 texelSpecular = texture2D( specularMap, vUv );",
             "specularStrength = texelSpecular.r;",
 
         "#else",
 
             "specularStrength = 1.0;",
 
         "#endif"
 
     ].join("\n"),
 
     // LIGHTS LAMBERT
 
     lights_lambert_pars_vertex: [
 
         "uniform vec3 ambient;",
         "uniform vec3 diffuse;",
         "uniform vec3 emissive;",
 
         "uniform vec3 ambientLightColor;",
 
         "#if MAX_DIR_LIGHTS > 0",
 
             "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
             "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
 
         "#endif",
 
         "#if MAX_HEMI_LIGHTS > 0",
 
             "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
             "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
             "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
 
         "#endif",
 
         "#if MAX_POINT_LIGHTS > 0",
 
             "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
             "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
             "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
 
         "#endif",
 
         "#if MAX_SPOT_LIGHTS > 0",
 
             "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
             "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
             "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
             "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
             "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
             "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
 
         "#endif",
 
         "#ifdef WRAP_AROUND",
 
             "uniform vec3 wrapRGB;",
 
         "#endif"
 
     ].join("\n"),
 
     lights_lambert_vertex: [
 
         "vLightFront = vec3( 0.0 );",
 
         "#ifdef DOUBLE_SIDED",
 
             "vLightBack = vec3( 0.0 );",
 
         "#endif",
 
         "transformedNormal = normalize( transformedNormal );",
 
         "#if MAX_DIR_LIGHTS > 0",
 
         "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
 
             "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
             "vec3 dirVector = normalize( lDirection.xyz );",
 
             "float dotProduct = dot( transformedNormal, dirVector );",
             "vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );",
 
             "#ifdef DOUBLE_SIDED",
 
                 "vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
 
                 "#ifdef WRAP_AROUND",
 
                     "vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
 
                 "#endif",
 
             "#endif",
 
             "#ifdef WRAP_AROUND",
 
                 "vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
                 "directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );",
 
                 "#ifdef DOUBLE_SIDED",
 
                     "directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );",
 
                 "#endif",
 
             "#endif",
 
             "vLightFront += directionalLightColor[ i ] * directionalLightWeighting;",
 
             "#ifdef DOUBLE_SIDED",
 
                 "vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;",
 
             "#endif",
 
         "}",
 
         "#endif",
 
         "#if MAX_POINT_LIGHTS > 0",
 
             "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
 
                 "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
                 "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
 
                 "float lDistance = 1.0;",
                 "if ( pointLightDistance[ i ] > 0.0 )",
                     "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
 
                 "lVector = normalize( lVector );",
                 "float dotProduct = dot( transformedNormal, lVector );",
 
                 "vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );",
 
                 "#ifdef DOUBLE_SIDED",
 
                     "vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
 
                     "#ifdef WRAP_AROUND",
 
                         "vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
 
                     "#endif",
 
                 "#endif",
 
                 "#ifdef WRAP_AROUND",
 
                     "vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
                     "pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );",
 
                     "#ifdef DOUBLE_SIDED",
 
                         "pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );",
 
                     "#endif",
 
                 "#endif",
 
                 "vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;",
 
                 "#ifdef DOUBLE_SIDED",
 
                     "vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;",
 
                 "#endif",
 
             "}",
 
         "#endif",
 
         "#if MAX_SPOT_LIGHTS > 0",
 
             "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
 
                 "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
                 "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
 
                 "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",
 
                 "if ( spotEffect > spotLightAngleCos[ i ] ) {",
 
                     "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
 
                     "float lDistance = 1.0;",
                     "if ( spotLightDistance[ i ] > 0.0 )",
                         "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
 
                     "lVector = normalize( lVector );",
 
                     "float dotProduct = dot( transformedNormal, lVector );",
                     "vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );",
 
                     "#ifdef DOUBLE_SIDED",
 
                         "vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
 
                         "#ifdef WRAP_AROUND",
 
                             "vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
 
                         "#endif",
 
                     "#endif",
 
                     "#ifdef WRAP_AROUND",
 
                         "vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
                         "spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );",
 
                         "#ifdef DOUBLE_SIDED",
 
                             "spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );",
 
                         "#endif",
 
                     "#endif",
 
                     "vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;",
 
                     "#ifdef DOUBLE_SIDED",
 
                         "vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;",
 
                     "#endif",
 
                 "}",
 
             "}",
 
         "#endif",
 
         "#if MAX_HEMI_LIGHTS > 0",
 
             "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
 
                 "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
                 "vec3 lVector = normalize( lDirection.xyz );",
 
                 "float dotProduct = dot( transformedNormal, lVector );",
 
                 "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
                 "float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;",
 
                 "vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
 
                 "#ifdef DOUBLE_SIDED",
 
                     "vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );",
 
                 "#endif",
 
             "}",
 
         "#endif",
 
         "vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;",
 
         "#ifdef DOUBLE_SIDED",
 
             "vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;",
 
         "#endif"
 
     ].join("\n"),
 
     // LIGHTS PHONG
 
     lights_phong_pars_vertex: [
 
         "#ifndef PHONG_PER_PIXEL",
 
         "#if MAX_POINT_LIGHTS > 0",
 
             "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
             "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
 
             "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
 
         "#endif",
 
         "#if MAX_SPOT_LIGHTS > 0",
 
             "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
             "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
 
             "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
 
         "#endif",
 
         "#endif",
 
         "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
 
             "varying vec3 vWorldPosition;",
 
         "#endif"
 
     ].join("\n"),
 
 
     lights_phong_vertex: [
 
         "#ifndef PHONG_PER_PIXEL",
 
         "#if MAX_POINT_LIGHTS > 0",
 
             "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
 
                 "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
                 "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
 
                 "float lDistance = 1.0;",
                 "if ( pointLightDistance[ i ] > 0.0 )",
                     "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
 
                 "vPointLight[ i ] = vec4( lVector, lDistance );",
 
             "}",
 
         "#endif",
 
         "#if MAX_SPOT_LIGHTS > 0",
 
             "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
 
                 "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
                 "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
 
                 "float lDistance = 1.0;",
                 "if ( spotLightDistance[ i ] > 0.0 )",
                     "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
 
                 "vSpotLight[ i ] = vec4( lVector, lDistance );",
 
             "}",
 
         "#endif",
 
         "#endif",
 
         "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
 
             "vWorldPosition = worldPosition.xyz;",
 
         "#endif"
 
     ].join("\n"),
 
     lights_phong_pars_fragment: [
 
         "uniform vec3 ambientLightColor;",
 
         "#if MAX_DIR_LIGHTS > 0",
 
             "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
             "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
 
         "#endif",
 
         "#if MAX_HEMI_LIGHTS > 0",
 
             "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
             "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
             "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
 
         "#endif",
 
         "#if MAX_POINT_LIGHTS > 0",
 
             "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
 
             "#ifdef PHONG_PER_PIXEL",
 
                 "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
                 "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
 
             "#else",
 
                 "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
 
             "#endif",
 
         "#endif",
 
         "#if MAX_SPOT_LIGHTS > 0",
 
             "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
             "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
             "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
             "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
             "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
 
             "#ifdef PHONG_PER_PIXEL",
 
                 "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
 
             "#else",
 
                 "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
 
             "#endif",
 
         "#endif",
 
         "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
 
             "varying vec3 vWorldPosition;",
 
         "#endif",
 
         "#ifdef WRAP_AROUND",
 
             "uniform vec3 wrapRGB;",
 
         "#endif",
 
         "varying vec3 vViewPosition;",
         "varying vec3 vNormal;"
 
     ].join("\n"),
 
     lights_phong_fragment: [
 
         "vec3 normal = normalize( vNormal );",
         "vec3 viewPosition = normalize( vViewPosition );",
 
         "#ifdef DOUBLE_SIDED",
 
             "normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
 
         "#endif",
 
         "#ifdef USE_NORMALMAP",
 
             "normal = perturbNormal2Arb( -vViewPosition, normal );",
 
         "#elif defined( USE_BUMPMAP )",
 
             "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
 
         "#endif",
 
         "#if MAX_POINT_LIGHTS > 0",
 
             "vec3 pointDiffuse  = vec3( 0.0 );",
             "vec3 pointSpecular = vec3( 0.0 );",
 
             "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
 
                 "#ifdef PHONG_PER_PIXEL",
 
                     "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
                     "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
 
                     "float lDistance = 1.0;",
                     "if ( pointLightDistance[ i ] > 0.0 )",
                         "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
 
                     "lVector = normalize( lVector );",
 
                 "#else",
 
                     "vec3 lVector = normalize( vPointLight[ i ].xyz );",
                     "float lDistance = vPointLight[ i ].w;",
 
                 "#endif",
 
                 // diffuse
 
                 "float dotProduct = dot( normal, lVector );",
 
                 "#ifdef WRAP_AROUND",
 
                     "float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
                     "float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
 
                     "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
 
                 "#else",
 
                     "float pointDiffuseWeight = max( dotProduct, 0.0 );",
 
                 "#endif",
 
                 "pointDiffuse  += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",
 
                 // specular
 
                 "vec3 pointHalfVector = normalize( lVector + viewPosition );",
                 "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
                 "float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
 
                 "#ifdef PHYSICALLY_BASED_SHADING",
 
                     // 2.0 => 2.0001 is hack to work around ANGLE bug
 
                     "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
 
                     "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );",
                     "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",
 
                 "#else",
 
                     "pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;",
 
                 "#endif",
 
             "}",
 
         "#endif",
 
         "#if MAX_SPOT_LIGHTS > 0",
 
             "vec3 spotDiffuse  = vec3( 0.0 );",
             "vec3 spotSpecular = vec3( 0.0 );",
 
             "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
 
                 "#ifdef PHONG_PER_PIXEL",
 
                     "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
                     "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
 
                     "float lDistance = 1.0;",
                     "if ( spotLightDistance[ i ] > 0.0 )",
                         "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
 
                     "lVector = normalize( lVector );",
 
                 "#else",
 
                     "vec3 lVector = normalize( vSpotLight[ i ].xyz );",
                     "float lDistance = vSpotLight[ i ].w;",
 
                 "#endif",
 
                 "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
 
                 "if ( spotEffect > spotLightAngleCos[ i ] ) {",
 
                     "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
 
                     // diffuse
 
                     "float dotProduct = dot( normal, lVector );",
 
                     "#ifdef WRAP_AROUND",
 
                         "float spotDiffuseWeightFull = max( dotProduct, 0.0 );",
                         "float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
 
                         "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
 
                     "#else",
 
                         "float spotDiffuseWeight = max( dotProduct, 0.0 );",
 
                     "#endif",
 
                     "spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;",
 
                     // specular
 
                     "vec3 spotHalfVector = normalize( lVector + viewPosition );",
                     "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
                     "float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
 
                     "#ifdef PHYSICALLY_BASED_SHADING",
 
                         // 2.0 => 2.0001 is hack to work around ANGLE bug
 
                         "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
 
                         "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );",
                         "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",
 
                     "#else",
 
                         "spotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;",
 
                     "#endif",
 
                 "}",
 
             "}",
 
         "#endif",
 
         "#if MAX_DIR_LIGHTS > 0",
 
             "vec3 dirDiffuse  = vec3( 0.0 );",
             "vec3 dirSpecular = vec3( 0.0 );" ,
 
             "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
 
                 "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
                 "vec3 dirVector = normalize( lDirection.xyz );",
 
                 // diffuse
 
                 "float dotProduct = dot( normal, dirVector );",
 
                 "#ifdef WRAP_AROUND",
 
                     "float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
                     "float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
 
                     "vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",
 
                 "#else",
 
                     "float dirDiffuseWeight = max( dotProduct, 0.0 );",
 
                 "#endif",
 
                 "dirDiffuse  += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",
 
                 // specular
 
                 "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
                 "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
                 "float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
 
                 "#ifdef PHYSICALLY_BASED_SHADING",
 
                     /*
                     // fresnel term from skin shader
                     "const float F0 = 0.128;",
 
                     "float base = 1.0 - dot( viewPosition, dirHalfVector );",
                     "float exponential = pow( base, 5.0 );",
 
                     "float fresnel = exponential + F0 * ( 1.0 - exponential );",
                     */
 
                     /*
                     // fresnel term from fresnel shader
                     "const float mFresnelBias = 0.08;",
                     "const float mFresnelScale = 0.3;",
                     "const float mFresnelPower = 5.0;",
 
                     "float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
                     */
 
                     // 2.0 => 2.0001 is hack to work around ANGLE bug
 
                     "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
 
                     //"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",
 
                     "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
                     "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
 
                 "#else",
 
                     "dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;",
 
                 "#endif",
 
             "}",
 
         "#endif",
 
         "#if MAX_HEMI_LIGHTS > 0",
 
             "vec3 hemiDiffuse  = vec3( 0.0 );",
             "vec3 hemiSpecular = vec3( 0.0 );" ,
 
             "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
 
                 "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
                 "vec3 lVector = normalize( lDirection.xyz );",
 
                 // diffuse
 
                 "float dotProduct = dot( normal, lVector );",
                 "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
 
                 "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
 
                 "hemiDiffuse += diffuse * hemiColor;",
 
                 // specular (sky light)
 
                 "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
                 "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
                 "float hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
 
                 // specular (ground light)
 
                 "vec3 lVectorGround = -lVector;",
 
                 "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
                 "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
                 "float hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
 
                 "#ifdef PHYSICALLY_BASED_SHADING",
 
                     "float dotProductGround = dot( normal, lVectorGround );",
 
                     // 2.0 => 2.0001 is hack to work around ANGLE bug
 
                     "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
 
                     "vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
                     "vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
                     "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
 
                 "#else",
 
                     "hemiSpecular += specular * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
 
                 "#endif",
 
             "}",
 
         "#endif",
 
         "vec3 totalDiffuse = vec3( 0.0 );",
         "vec3 totalSpecular = vec3( 0.0 );",
 
         "#if MAX_DIR_LIGHTS > 0",
 
             "totalDiffuse += dirDiffuse;",
             "totalSpecular += dirSpecular;",
 
         "#endif",
 
         "#if MAX_HEMI_LIGHTS > 0",
 
             "totalDiffuse += hemiDiffuse;",
             "totalSpecular += hemiSpecular;",
 
         "#endif",
 
         "#if MAX_POINT_LIGHTS > 0",
 
             "totalDiffuse += pointDiffuse;",
             "totalSpecular += pointSpecular;",
 
         "#endif",
 
         "#if MAX_SPOT_LIGHTS > 0",
 
             "totalDiffuse += spotDiffuse;",
             "totalSpecular += spotSpecular;",
 
         "#endif",
 
         "#ifdef METAL",
 
             "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",
 
         "#else",
 
             "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
 
         "#endif"
 
     ].join("\n"),
 
     // VERTEX COLORS
 
     color_pars_fragment: [
 
         "#ifdef USE_COLOR",
 
             "varying vec3 vColor;",
 
         "#endif"
 
     ].join("\n"),
 
 
     color_fragment: [
 
         "#ifdef USE_COLOR",
 
             "gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
 
         "#endif"
 
     ].join("\n"),
 
     color_pars_vertex: [
 
         "#ifdef USE_COLOR",
 
             "varying vec3 vColor;",
 
         "#endif"
 
     ].join("\n"),
 
 
     color_vertex: [
 
         "#ifdef USE_COLOR",
 
             "#ifdef GAMMA_INPUT",
 
                 "vColor = color * color;",
 
             "#else",
 
                 "vColor = color;",
 
             "#endif",
 
         "#endif"
 
     ].join("\n"),
 
     // SKINNING
 
     skinning_pars_vertex: [
 
         "#ifdef USE_SKINNING",
 
             "#ifdef BONE_TEXTURE",
 
                 "uniform sampler2D boneTexture;",
 
                 "mat4 getBoneMatrix( const in float i ) {",
 
                     "float j = i * 4.0;",
                     "float x = mod( j, N_BONE_PIXEL_X );",
                     "float y = floor( j / N_BONE_PIXEL_X );",
 
                     "const float dx = 1.0 / N_BONE_PIXEL_X;",
                     "const float dy = 1.0 / N_BONE_PIXEL_Y;",
 
                     "y = dy * ( y + 0.5 );",
 
                     "vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );",
                     "vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );",
                     "vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );",
                     "vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );",
 
                     "mat4 bone = mat4( v1, v2, v3, v4 );",
 
                     "return bone;",
 
                 "}",
 
             "#else",
 
                 "uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
 
                 "mat4 getBoneMatrix( const in float i ) {",
 
                     "mat4 bone = boneGlobalMatrices[ int(i) ];",
                     "return bone;",
 
                 "}",
 
             "#endif",
 
         "#endif"
 
     ].join("\n"),
 
     skinbase_vertex: [
 
         "#ifdef USE_SKINNING",
 
             "mat4 boneMatX = getBoneMatrix( skinIndex.x );",
             "mat4 boneMatY = getBoneMatrix( skinIndex.y );",
 
         "#endif"
 
     ].join("\n"),
 
     skinning_vertex: [
 
         "#ifdef USE_SKINNING",
 
             "#ifdef USE_MORPHTARGETS",
 
             "vec4 skinVertex = vec4( morphed, 1.0 );",
 
             "#else",
 
             "vec4 skinVertex = vec4( position, 1.0 );",
 
             "#endif",
 
             "vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
             "skinned 	  += boneMatY * skinVertex * skinWeight.y;",
 
         "#endif"
 
     ].join("\n"),
 
     // MORPHING
 
     morphtarget_pars_vertex: [
 
         "#ifdef USE_MORPHTARGETS",
 
             "#ifndef USE_MORPHNORMALS",
 
             "uniform float morphTargetInfluences[ 8 ];",
 
             "#else",
 
             "uniform float morphTargetInfluences[ 4 ];",
 
             "#endif",
 
         "#endif"
 
     ].join("\n"),
 
     morphtarget_vertex: [
 
         "#ifdef USE_MORPHTARGETS",
 
             "vec3 morphed = vec3( 0.0 );",
             "morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
             "morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
             "morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
             "morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
 
             "#ifndef USE_MORPHNORMALS",
 
             "morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
             "morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
             "morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
             "morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
 
             "#endif",
 
             "morphed += position;",
 
         "#endif"
 
     ].join("\n"),
 
     default_vertex : [
 
         "vec4 mvPosition;",
 
         "#ifdef USE_SKINNING",
 
             "mvPosition = modelViewMatrix * skinned;",
 
         "#endif",
 
         "#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )",
 
             "mvPosition = modelViewMatrix * vec4( morphed, 1.0 );",
 
         "#endif",
 
         "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )",
 
             "mvPosition = modelViewMatrix * vec4( position, 1.0 );",
 
         "#endif",
 
         "gl_Position = projectionMatrix * mvPosition;"
 
     ].join("\n"),
 
     morphnormal_vertex: [
 
         "#ifdef USE_MORPHNORMALS",
 
             "vec3 morphedNormal = vec3( 0.0 );",
 
             "morphedNormal +=  ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
             "morphedNormal +=  ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
             "morphedNormal +=  ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
             "morphedNormal +=  ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",
 
             "morphedNormal += normal;",
 
         "#endif"
 
     ].join("\n"),
 
     skinnormal_vertex: [
 
         "#ifdef USE_SKINNING",
 
             "mat4 skinMatrix = skinWeight.x * boneMatX;",
             "skinMatrix 	+= skinWeight.y * boneMatY;",
 
             "#ifdef USE_MORPHNORMALS",
 
             "vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );",
 
             "#else",
 
             "vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );",
 
             "#endif",
 
         "#endif"
 
     ].join("\n"),
 
     defaultnormal_vertex: [
 
         "vec3 objectNormal;",
 
         "#ifdef USE_SKINNING",
 
             "objectNormal = skinnedNormal.xyz;",
 
         "#endif",
 
         "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
 
             "objectNormal = morphedNormal;",
 
         "#endif",
 
         "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
 
             "objectNormal = normal;",
 
         "#endif",
 
         "#ifdef FLIP_SIDED",
 
             "objectNormal = -objectNormal;",
 
         "#endif",
 
         "vec3 transformedNormal = normalMatrix * objectNormal;"
 
     ].join("\n"),
 
     // SHADOW MAP
 
     // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
     //  http://spidergl.org/example.php?id=6
     // 	http://fabiensanglard.net/shadowmapping
 
     shadowmap_pars_fragment: [
 
         "#ifdef USE_SHADOWMAP",
 
             "uniform sampler2D shadowMap[ MAX_SHADOWS ];",
             "uniform vec2 shadowMapSize[ MAX_SHADOWS ];",
 
             "uniform float shadowDarkness[ MAX_SHADOWS ];",
             "uniform float shadowBias[ MAX_SHADOWS ];",
 
             "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
 
             "float unpackDepth( const in vec4 rgba_depth ) {",
 
                 "const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
                 "float depth = dot( rgba_depth, bit_shift );",
                 "return depth;",
 
             "}",
 
         "#endif"
 
     ].join("\n"),
 
     shadowmap_fragment: [
 
         "#ifdef USE_SHADOWMAP",
 
             "#ifdef SHADOWMAP_DEBUG",
 
                 "vec3 frustumColors[3];",
                 "frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
                 "frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
                 "frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",
 
             "#endif",
 
             "#ifdef SHADOWMAP_CASCADE",
 
                 "int inFrustumCount = 0;",
 
             "#endif",
 
             "float fDepth;",
             "vec3 shadowColor = vec3( 1.0 );",
 
             "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
 
                 "vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
 
                 // "if ( something && something )" 		 breaks ATI OpenGL shader compiler
                 // "if ( all( something, something ) )"  using this instead
 
                 "bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
                 "bool inFrustum = all( inFrustumVec );",
 
                 // don't shadow pixels outside of light frustum
                 // use just first frustum (for cascades)
                 // don't shadow pixels behind far plane of light frustum
 
                 "#ifdef SHADOWMAP_CASCADE",
 
                     "inFrustumCount += int( inFrustum );",
                     "bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",
 
                 "#else",
 
                     "bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",
 
                 "#endif",
 
                 "bool frustumTest = all( frustumTestVec );",
 
                 "if ( frustumTest ) {",
 
                     "shadowCoord.z += shadowBias[ i ];",
 
                     "#if defined( SHADOWMAP_TYPE_PCF )",
 
                         // Percentage-close filtering
                         // (9 pixel kernel)
                         // http://fabiensanglard.net/shadowmappingPCF/
 
                         "float shadow = 0.0;",
 
                         /*
                         // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
                         // must enroll loop manually
 
                         "for ( float y = -1.25; y <= 1.25; y += 1.25 )",
                             "for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
 
                                 "vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
 
                                 // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
                                 //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
 
                                 "float fDepth = unpackDepth( rgbaDepth );",
 
                                 "if ( fDepth < shadowCoord.z )",
                                     "shadow += 1.0;",
 
                         "}",
 
                         "shadow /= 9.0;",
 
                         */
 
                         "const float shadowDelta = 1.0 / 9.0;",
 
                         "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
                         "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
 
                         "float dx0 = -1.25 * xPixelOffset;",
                         "float dy0 = -1.25 * yPixelOffset;",
                         "float dx1 = 1.25 * xPixelOffset;",
                         "float dy1 = 1.25 * yPixelOffset;",
 
                         "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
                         "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
 
                         "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
                         "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
 
                         "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
                         "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
 
                         "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
                         "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
 
                         "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
                         "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
 
                         "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
                         "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
 
                         "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
                         "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
 
                         "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
                         "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
 
                         "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
                         "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
 
                         "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
 
                     "#elif defined( SHADOWMAP_TYPE_PCF_SOFT )",
 
                         // Percentage-close filtering
                         // (9 pixel kernel)
                         // http://fabiensanglard.net/shadowmappingPCF/
 
                         "float shadow = 0.0;",
 
                         "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
                         "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
 
                         "float dx0 = -1.0 * xPixelOffset;",
                         "float dy0 = -1.0 * yPixelOffset;",
                         "float dx1 = 1.0 * xPixelOffset;",
                         "float dy1 = 1.0 * yPixelOffset;",
 
                         "mat3 shadowKernel;",
                         "mat3 depthKernel;",
 
                         "depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
                         "depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
                         "depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
                         "depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
                         "depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
                         "depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
                         "depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
                         "depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
                         "depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
 
                         "vec3 shadowZ = vec3( shadowCoord.z );",
                         "shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));",
                         "shadowKernel[0] *= vec3(0.25);",
                                                     
                         "shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));",
                         "shadowKernel[1] *= vec3(0.25);",
 
                         "shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));",
                         "shadowKernel[2] *= vec3(0.25);",
 
                         "vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );",
 
                         "shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );",
                         "shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );",
 
                         "vec4 shadowValues;",
                         "shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );",
                         "shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );",
                         "shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );",
                         "shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );",
 
                         "shadow = dot( shadowValues, vec4( 1.0 ) );",
 
                         "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
 
                     "#else",
 
                         "vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
                         "float fDepth = unpackDepth( rgbaDepth );",
 
                         "if ( fDepth < shadowCoord.z )",
 
                             // spot with multiple shadows is darker
 
                             "shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );",
 
                             // spot with multiple shadows has the same color as single shadow spot
 
                             //"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );",
 
                     "#endif",
 
                 "}",
 
 
                 "#ifdef SHADOWMAP_DEBUG",
 
                     "#ifdef SHADOWMAP_CASCADE",
 
                         "if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];",
 
                     "#else",
 
                         "if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];",
 
                     "#endif",
 
                 "#endif",
 
             "}",
 
             "#ifdef GAMMA_OUTPUT",
 
                 "shadowColor *= shadowColor;",
 
             "#endif",
 
             "gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",
 
         "#endif"
 
     ].join("\n"),
 
     shadowmap_pars_vertex: [
 
         "#ifdef USE_SHADOWMAP",
 
             "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
             "uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
 
         "#endif"
 
     ].join("\n"),
 
     shadowmap_vertex: [
 
         "#ifdef USE_SHADOWMAP",
 
             "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
 
                 "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
 
             "}",
 
         "#endif"
 
     ].join("\n"),
 
     // ALPHATEST
 
     alphatest_fragment: [
 
         "#ifdef ALPHATEST",
 
             "if ( gl_FragColor.a < ALPHATEST ) discard;",
 
         "#endif"
 
     ].join("\n"),
 
     // LINEAR SPACE
 
     linear_to_gamma_fragment: [
 
         "#ifdef GAMMA_OUTPUT",
 
             "gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
 
         "#endif"
 
     ].join("\n")
 
 
 };
 
 THREE.UniformsUtils = {
 
     merge: function ( uniforms ) {
 
         var u, p, tmp, merged = {};
 
         for ( u = 0; u < uniforms.length; u ++ ) {
 
             tmp = this.clone( uniforms[ u ] );
 
             for ( p in tmp ) {
 
                 merged[ p ] = tmp[ p ];
 
             }
 
         }
 
         return merged;
 
     },
 
     clone: function ( uniforms_src ) {
 
         var u, p, parameter, parameter_src, uniforms_dst = {};
 
         for ( u in uniforms_src ) {
 
             uniforms_dst[ u ] = {};
 
             for ( p in uniforms_src[ u ] ) {
 
                 parameter_src = uniforms_src[ u ][ p ];
 
                 if ( parameter_src instanceof THREE.Color ||
                      parameter_src instanceof THREE.Vector2 ||
                      parameter_src instanceof THREE.Vector3 ||
                      parameter_src instanceof THREE.Vector4 ||
                      parameter_src instanceof THREE.Matrix4 ||
                      parameter_src instanceof THREE.Texture ) {
 
                     uniforms_dst[ u ][ p ] = parameter_src.clone();
 
                 } else if ( parameter_src instanceof Array ) {
 
                     uniforms_dst[ u ][ p ] = parameter_src.slice();
 
                 } else {
 
                     uniforms_dst[ u ][ p ] = parameter_src;
 
                 }
 
             }
 
         }
 
         return uniforms_dst;
 
     }
 
 };
 
 THREE.UniformsLib = {
 
     common: {
 
         "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
         "opacity" : { type: "f", value: 1.0 },
 
         "map" : { type: "t", value: null },
         "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
 
         "lightMap" : { type: "t", value: null },
         "specularMap" : { type: "t", value: null },
 
         "envMap" : { type: "t", value: null },
         "flipEnvMap" : { type: "f", value: -1 },
         "useRefract" : { type: "i", value: 0 },
         "reflectivity" : { type: "f", value: 1.0 },
         "refractionRatio" : { type: "f", value: 0.98 },
         "combine" : { type: "i", value: 0 },
 
         "morphTargetInfluences" : { type: "f", value: 0 }
 
     },
 
     bump: {
 
         "bumpMap" : { type: "t", value: null },
         "bumpScale" : { type: "f", value: 1 }
 
     },
 
     normalmap: {
 
         "normalMap" : { type: "t", value: null },
         "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
     },
 
     fog : {
 
         "fogDensity" : { type: "f", value: 0.00025 },
         "fogNear" : { type: "f", value: 1 },
         "fogFar" : { type: "f", value: 2000 },
         "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
 
     },
 
     lights: {
 
         "ambientLightColor" : { type: "fv", value: [] },
 
         "directionalLightDirection" : { type: "fv", value: [] },
         "directionalLightColor" : { type: "fv", value: [] },
 
         "hemisphereLightDirection" : { type: "fv", value: [] },
         "hemisphereLightSkyColor" : { type: "fv", value: [] },
         "hemisphereLightGroundColor" : { type: "fv", value: [] },
 
         "pointLightColor" : { type: "fv", value: [] },
         "pointLightPosition" : { type: "fv", value: [] },
         "pointLightDistance" : { type: "fv1", value: [] },
 
         "spotLightColor" : { type: "fv", value: [] },
         "spotLightPosition" : { type: "fv", value: [] },
         "spotLightDirection" : { type: "fv", value: [] },
         "spotLightDistance" : { type: "fv1", value: [] },
         "spotLightAngleCos" : { type: "fv1", value: [] },
         "spotLightExponent" : { type: "fv1", value: [] }
 
     },
 
     particle: {
 
         "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
         "opacity" : { type: "f", value: 1.0 },
         "size" : { type: "f", value: 1.0 },
         "scale" : { type: "f", value: 1.0 },
         "map" : { type: "t", value: null },
 
         "fogDensity" : { type: "f", value: 0.00025 },
         "fogNear" : { type: "f", value: 1 },
         "fogFar" : { type: "f", value: 2000 },
         "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
 
     },
 
     shadowmap: {
 
         "shadowMap": { type: "tv", value: [] },
         "shadowMapSize": { type: "v2v", value: [] },
 
         "shadowBias" : { type: "fv1", value: [] },
         "shadowDarkness": { type: "fv1", value: [] },
 
         "shadowMatrix" : { type: "m4v", value: [] }
 
     }
 
 };
 
 THREE.ShaderLib = {
 
     'basic': {
 
         uniforms: THREE.UniformsUtils.merge( [
 
             THREE.UniformsLib[ "common" ],
             THREE.UniformsLib[ "fog" ],
             THREE.UniformsLib[ "shadowmap" ]
 
         ] ),
 
         vertexShader: [
 
             THREE.ShaderChunk[ "map_pars_vertex" ],
             THREE.ShaderChunk[ "lightmap_pars_vertex" ],
             THREE.ShaderChunk[ "envmap_pars_vertex" ],
             THREE.ShaderChunk[ "color_pars_vertex" ],
             THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
             THREE.ShaderChunk[ "skinning_pars_vertex" ],
             THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
 
             "void main() {",
 
                 THREE.ShaderChunk[ "map_vertex" ],
                 THREE.ShaderChunk[ "lightmap_vertex" ],
                 THREE.ShaderChunk[ "color_vertex" ],
                 THREE.ShaderChunk[ "skinbase_vertex" ],
 
                 "#ifdef USE_ENVMAP",
 
                 THREE.ShaderChunk[ "morphnormal_vertex" ],
                 THREE.ShaderChunk[ "skinnormal_vertex" ],
                 THREE.ShaderChunk[ "defaultnormal_vertex" ],
 
                 "#endif",
 
                 THREE.ShaderChunk[ "morphtarget_vertex" ],
                 THREE.ShaderChunk[ "skinning_vertex" ],
                 THREE.ShaderChunk[ "default_vertex" ],
 
                 THREE.ShaderChunk[ "worldpos_vertex" ],
                 THREE.ShaderChunk[ "envmap_vertex" ],
                 THREE.ShaderChunk[ "shadowmap_vertex" ],
 
             "}"
 
         ].join("\n"),
 
         fragmentShader: [
 
             "uniform vec3 diffuse;",
             "uniform float opacity;",
 
             THREE.ShaderChunk[ "color_pars_fragment" ],
             THREE.ShaderChunk[ "map_pars_fragment" ],
             THREE.ShaderChunk[ "lightmap_pars_fragment" ],
             THREE.ShaderChunk[ "envmap_pars_fragment" ],
             THREE.ShaderChunk[ "fog_pars_fragment" ],
             THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
             THREE.ShaderChunk[ "specularmap_pars_fragment" ],
 
             "void main() {",
 
                 "gl_FragColor = vec4( diffuse, opacity );",
 
                 THREE.ShaderChunk[ "map_fragment" ],
                 THREE.ShaderChunk[ "alphatest_fragment" ],
                 THREE.ShaderChunk[ "specularmap_fragment" ],
                 THREE.ShaderChunk[ "lightmap_fragment" ],
                 THREE.ShaderChunk[ "color_fragment" ],
                 THREE.ShaderChunk[ "envmap_fragment" ],
                 THREE.ShaderChunk[ "shadowmap_fragment" ],
 
                 THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
 
                 THREE.ShaderChunk[ "fog_fragment" ],
 
             "}"
 
         ].join("\n")
 
     },
 
     'lambert': {
 
         uniforms: THREE.UniformsUtils.merge( [
 
             THREE.UniformsLib[ "common" ],
             THREE.UniformsLib[ "fog" ],
             THREE.UniformsLib[ "lights" ],
             THREE.UniformsLib[ "shadowmap" ],
 
             {
                 "ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
                 "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
                 "wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
             }
 
         ] ),
 
         vertexShader: [
 
             "#define LAMBERT",
 
             "varying vec3 vLightFront;",
 
             "#ifdef DOUBLE_SIDED",
 
                 "varying vec3 vLightBack;",
 
             "#endif",
 
             THREE.ShaderChunk[ "map_pars_vertex" ],
             THREE.ShaderChunk[ "lightmap_pars_vertex" ],
             THREE.ShaderChunk[ "envmap_pars_vertex" ],
             THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
             THREE.ShaderChunk[ "color_pars_vertex" ],
             THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
             THREE.ShaderChunk[ "skinning_pars_vertex" ],
             THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
 
             "void main() {",
 
                 THREE.ShaderChunk[ "map_vertex" ],
                 THREE.ShaderChunk[ "lightmap_vertex" ],
                 THREE.ShaderChunk[ "color_vertex" ],
 
                 THREE.ShaderChunk[ "morphnormal_vertex" ],
                 THREE.ShaderChunk[ "skinbase_vertex" ],
                 THREE.ShaderChunk[ "skinnormal_vertex" ],
                 THREE.ShaderChunk[ "defaultnormal_vertex" ],
 
                 THREE.ShaderChunk[ "morphtarget_vertex" ],
                 THREE.ShaderChunk[ "skinning_vertex" ],
                 THREE.ShaderChunk[ "default_vertex" ],
 
                 THREE.ShaderChunk[ "worldpos_vertex" ],
                 THREE.ShaderChunk[ "envmap_vertex" ],
                 THREE.ShaderChunk[ "lights_lambert_vertex" ],
                 THREE.ShaderChunk[ "shadowmap_vertex" ],
 
             "}"
 
         ].join("\n"),
 
         fragmentShader: [
 
             "uniform float opacity;",
 
             "varying vec3 vLightFront;",
 
             "#ifdef DOUBLE_SIDED",
 
                 "varying vec3 vLightBack;",
 
             "#endif",
 
             THREE.ShaderChunk[ "color_pars_fragment" ],
             THREE.ShaderChunk[ "map_pars_fragment" ],
             THREE.ShaderChunk[ "lightmap_pars_fragment" ],
             THREE.ShaderChunk[ "envmap_pars_fragment" ],
             THREE.ShaderChunk[ "fog_pars_fragment" ],
             THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
             THREE.ShaderChunk[ "specularmap_pars_fragment" ],
 
             "void main() {",
 
                 "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
 
                 THREE.ShaderChunk[ "map_fragment" ],
                 THREE.ShaderChunk[ "alphatest_fragment" ],
                 THREE.ShaderChunk[ "specularmap_fragment" ],
 
                 "#ifdef DOUBLE_SIDED",
 
                     //"float isFront = float( gl_FrontFacing );",
                     //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
 
                     "if ( gl_FrontFacing )",
                         "gl_FragColor.xyz *= vLightFront;",
                     "else",
                         "gl_FragColor.xyz *= vLightBack;",
 
                 "#else",
 
                     "gl_FragColor.xyz *= vLightFront;",
 
                 "#endif",
 
                 THREE.ShaderChunk[ "lightmap_fragment" ],
                 THREE.ShaderChunk[ "color_fragment" ],
                 THREE.ShaderChunk[ "envmap_fragment" ],
                 THREE.ShaderChunk[ "shadowmap_fragment" ],
 
                 THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
 
                 THREE.ShaderChunk[ "fog_fragment" ],
 
             "}"
 
         ].join("\n")
 
     },
 
     'phong': {
 
         uniforms: THREE.UniformsUtils.merge( [
 
             THREE.UniformsLib[ "common" ],
             THREE.UniformsLib[ "bump" ],
             THREE.UniformsLib[ "normalmap" ],
             THREE.UniformsLib[ "fog" ],
             THREE.UniformsLib[ "lights" ],
             THREE.UniformsLib[ "shadowmap" ],
 
             {
                 "ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
                 "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
                 "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
                 "shininess": { type: "f", value: 30 },
                 "wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
             }
 
         ] ),
 
         vertexShader: [
 
             "#define PHONG",
 
             "varying vec3 vViewPosition;",
             "varying vec3 vNormal;",
 
             THREE.ShaderChunk[ "map_pars_vertex" ],
             THREE.ShaderChunk[ "lightmap_pars_vertex" ],
             THREE.ShaderChunk[ "envmap_pars_vertex" ],
             THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
             THREE.ShaderChunk[ "color_pars_vertex" ],
             THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
             THREE.ShaderChunk[ "skinning_pars_vertex" ],
             THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
 
             "void main() {",
 
                 THREE.ShaderChunk[ "map_vertex" ],
                 THREE.ShaderChunk[ "lightmap_vertex" ],
                 THREE.ShaderChunk[ "color_vertex" ],
 
                 THREE.ShaderChunk[ "morphnormal_vertex" ],
                 THREE.ShaderChunk[ "skinbase_vertex" ],
                 THREE.ShaderChunk[ "skinnormal_vertex" ],
                 THREE.ShaderChunk[ "defaultnormal_vertex" ],
 
                 "vNormal = normalize( transformedNormal );",
 
                 THREE.ShaderChunk[ "morphtarget_vertex" ],
                 THREE.ShaderChunk[ "skinning_vertex" ],
                 THREE.ShaderChunk[ "default_vertex" ],
 
                 "vViewPosition = -mvPosition.xyz;",
 
                 THREE.ShaderChunk[ "worldpos_vertex" ],
                 THREE.ShaderChunk[ "envmap_vertex" ],
                 THREE.ShaderChunk[ "lights_phong_vertex" ],
                 THREE.ShaderChunk[ "shadowmap_vertex" ],
 
             "}"
 
         ].join("\n"),
 
         fragmentShader: [
 
             "uniform vec3 diffuse;",
             "uniform float opacity;",
 
             "uniform vec3 ambient;",
             "uniform vec3 emissive;",
             "uniform vec3 specular;",
             "uniform float shininess;",
 
             THREE.ShaderChunk[ "color_pars_fragment" ],
             THREE.ShaderChunk[ "map_pars_fragment" ],
             THREE.ShaderChunk[ "lightmap_pars_fragment" ],
             THREE.ShaderChunk[ "envmap_pars_fragment" ],
             THREE.ShaderChunk[ "fog_pars_fragment" ],
             THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
             THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
             THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
             THREE.ShaderChunk[ "normalmap_pars_fragment" ],
             THREE.ShaderChunk[ "specularmap_pars_fragment" ],
 
             "void main() {",
 
                 "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
 
                 THREE.ShaderChunk[ "map_fragment" ],
                 THREE.ShaderChunk[ "alphatest_fragment" ],
                 THREE.ShaderChunk[ "specularmap_fragment" ],
 
                 THREE.ShaderChunk[ "lights_phong_fragment" ],
 
                 THREE.ShaderChunk[ "lightmap_fragment" ],
                 THREE.ShaderChunk[ "color_fragment" ],
                 THREE.ShaderChunk[ "envmap_fragment" ],
                 THREE.ShaderChunk[ "shadowmap_fragment" ],
 
                 THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
 
                 THREE.ShaderChunk[ "fog_fragment" ],
 
             "}"
 
         ].join("\n")
 
     },
 
     'particle_basic': {
 
         uniforms:  THREE.UniformsUtils.merge( [
 
             THREE.UniformsLib[ "particle" ],
             THREE.UniformsLib[ "shadowmap" ]
 
         ] ),
 
         vertexShader: [
 
             "uniform float size;",
             "uniform float scale;",
 
             THREE.ShaderChunk[ "color_pars_vertex" ],
             THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
 
             "void main() {",
 
                 THREE.ShaderChunk[ "color_vertex" ],
 
                 "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
 
                 "#ifdef USE_SIZEATTENUATION",
                     "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
                 "#else",
                     "gl_PointSize = size;",
                 "#endif",
 
                 "gl_Position = projectionMatrix * mvPosition;",
 
                 THREE.ShaderChunk[ "worldpos_vertex" ],
                 THREE.ShaderChunk[ "shadowmap_vertex" ],
 
             "}"
 
         ].join("\n"),
 
         fragmentShader: [
 
             "uniform vec3 psColor;",
             "uniform float opacity;",
 
             THREE.ShaderChunk[ "color_pars_fragment" ],
             THREE.ShaderChunk[ "map_particle_pars_fragment" ],
             THREE.ShaderChunk[ "fog_pars_fragment" ],
             THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
 
             "void main() {",
 
                 "gl_FragColor = vec4( psColor, opacity );",
 
                 THREE.ShaderChunk[ "map_particle_fragment" ],
                 THREE.ShaderChunk[ "alphatest_fragment" ],
                 THREE.ShaderChunk[ "color_fragment" ],
                 THREE.ShaderChunk[ "shadowmap_fragment" ],
                 THREE.ShaderChunk[ "fog_fragment" ],
 
             "}"
 
         ].join("\n")
 
     },
 
     'dashed': {
 
         uniforms: THREE.UniformsUtils.merge( [
 
             THREE.UniformsLib[ "common" ],
             THREE.UniformsLib[ "fog" ],
 
             {
                 "scale":     { type: "f", value: 1 },
                 "dashSize":  { type: "f", value: 1 },
                 "totalSize": { type: "f", value: 2 }
             }
 
         ] ),
 
         vertexShader: [
 
             "uniform float scale;",
             "attribute float lineDistance;",
 
             "varying float vLineDistance;",
 
             THREE.ShaderChunk[ "color_pars_vertex" ],
 
             "void main() {",
 
                 THREE.ShaderChunk[ "color_vertex" ],
 
                 "vLineDistance = scale * lineDistance;",
 
                 "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
                 "gl_Position = projectionMatrix * mvPosition;",
 
             "}"
 
         ].join("\n"),
 
         fragmentShader: [
 
             "uniform vec3 diffuse;",
             "uniform float opacity;",
 
             "uniform float dashSize;",
             "uniform float totalSize;",
 
             "varying float vLineDistance;",
 
             THREE.ShaderChunk[ "color_pars_fragment" ],
             THREE.ShaderChunk[ "fog_pars_fragment" ],
 
             "void main() {",
 
                 "if ( mod( vLineDistance, totalSize ) > dashSize ) {",
 
                     "discard;",
 
                 "}",
 
                 "gl_FragColor = vec4( diffuse, opacity );",
 
                 THREE.ShaderChunk[ "color_fragment" ],
                 THREE.ShaderChunk[ "fog_fragment" ],
 
             "}"
 
         ].join("\n")
 
     },
 
     'depth': {
 
         uniforms: {
 
             "mNear": { type: "f", value: 1.0 },
             "mFar" : { type: "f", value: 2000.0 },
             "opacity" : { type: "f", value: 1.0 }
 
         },
 
         vertexShader: [
 
             "void main() {",
 
                 "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
 
             "}"
 
         ].join("\n"),
 
         fragmentShader: [
 
             "uniform float mNear;",
             "uniform float mFar;",
             "uniform float opacity;",
 
             "void main() {",
 
                 "float depth = gl_FragCoord.z / gl_FragCoord.w;",
                 "float color = 1.0 - smoothstep( mNear, mFar, depth );",
                 "gl_FragColor = vec4( vec3( color ), opacity );",
 
             "}"
 
         ].join("\n")
 
     },
 
     'normal': {
 
         uniforms: {
 
             "opacity" : { type: "f", value: 1.0 }
 
         },
 
         vertexShader: [
 
             "varying vec3 vNormal;",
 
             THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
 
             "void main() {",
 
                 "vNormal = normalize( normalMatrix * normal );",
 
                 THREE.ShaderChunk[ "morphtarget_vertex" ],
                 THREE.ShaderChunk[ "default_vertex" ],
 
             "}"
 
         ].join("\n"),
 
         fragmentShader: [
 
             "uniform float opacity;",
             "varying vec3 vNormal;",
 
             "void main() {",
 
                 "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
 
             "}"
 
         ].join("\n")
 
     },
 
     /* -------------------------------------------------------------------------
     //	Normal map shader
     //		- Blinn-Phong
     //		- normal + diffuse + specular + AO + displacement + reflection + shadow maps
     //		- point and directional lights (use with "lights: true" material option)
      ------------------------------------------------------------------------- */
 
     'normalmap' : {
 
         uniforms: THREE.UniformsUtils.merge( [
 
             THREE.UniformsLib[ "fog" ],
             THREE.UniformsLib[ "lights" ],
             THREE.UniformsLib[ "shadowmap" ],
 
             {
 
             "enableAO"		  : { type: "i", value: 0 },
             "enableDiffuse"	  : { type: "i", value: 0 },
             "enableSpecular"  : { type: "i", value: 0 },
             "enableReflection": { type: "i", value: 0 },
             "enableDisplacement": { type: "i", value: 0 },
 
             "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
             "tDiffuse"	   : { type: "t", value: null },
             "tCube"		   : { type: "t", value: null },
             "tNormal"	   : { type: "t", value: null },
             "tSpecular"	   : { type: "t", value: null },
             "tAO"		   : { type: "t", value: null },
 
             "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
 
             "uDisplacementBias": { type: "f", value: 0.0 },
             "uDisplacementScale": { type: "f", value: 1.0 },
 
             "uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
             "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
             "uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
             "uShininess": { type: "f", value: 30 },
             "uOpacity": { type: "f", value: 1 },
 
             "useRefract": { type: "i", value: 0 },
             "uRefractionRatio": { type: "f", value: 0.98 },
             "uReflectivity": { type: "f", value: 0.5 },
 
             "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
             "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
 
             "wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
 
             }
 
         ] ),
 
         fragmentShader: [
 
             "uniform vec3 uAmbientColor;",
             "uniform vec3 uDiffuseColor;",
             "uniform vec3 uSpecularColor;",
             "uniform float uShininess;",
             "uniform float uOpacity;",
 
             "uniform bool enableDiffuse;",
             "uniform bool enableSpecular;",
             "uniform bool enableAO;",
             "uniform bool enableReflection;",
 
             "uniform sampler2D tDiffuse;",
             "uniform sampler2D tNormal;",
             "uniform sampler2D tSpecular;",
             "uniform sampler2D tAO;",
 
             "uniform samplerCube tCube;",
 
             "uniform vec2 uNormalScale;",
 
             "uniform bool useRefract;",
             "uniform float uRefractionRatio;",
             "uniform float uReflectivity;",
 
             "varying vec3 vTangent;",
             "varying vec3 vBinormal;",
             "varying vec3 vNormal;",
             "varying vec2 vUv;",
 
             "uniform vec3 ambientLightColor;",
 
             "#if MAX_DIR_LIGHTS > 0",
 
                 "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
                 "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
 
             "#endif",
 
             "#if MAX_HEMI_LIGHTS > 0",
 
                 "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
                 "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
                 "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
 
             "#endif",
 
             "#if MAX_POINT_LIGHTS > 0",
 
                 "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
                 "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
                 "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
 
             "#endif",
 
             "#if MAX_SPOT_LIGHTS > 0",
 
                 "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
                 "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
                 "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
                 "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
                 "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
                 "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
 
             "#endif",
 
             "#ifdef WRAP_AROUND",
 
                 "uniform vec3 wrapRGB;",
 
             "#endif",
 
             "varying vec3 vWorldPosition;",
             "varying vec3 vViewPosition;",
 
             THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
             THREE.ShaderChunk[ "fog_pars_fragment" ],
 
             "void main() {",
 
                 "gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
 
                 "vec3 specularTex = vec3( 1.0 );",
 
                 "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
                 "normalTex.xy *= uNormalScale;",
                 "normalTex = normalize( normalTex );",
 
                 "if( enableDiffuse ) {",
 
                     "#ifdef GAMMA_INPUT",
 
                         "vec4 texelColor = texture2D( tDiffuse, vUv );",
                         "texelColor.xyz *= texelColor.xyz;",
 
                         "gl_FragColor = gl_FragColor * texelColor;",
 
                     "#else",
 
                         "gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
 
                     "#endif",
 
                 "}",
 
                 "if( enableAO ) {",
 
                     "#ifdef GAMMA_INPUT",
 
                         "vec4 aoColor = texture2D( tAO, vUv );",
                         "aoColor.xyz *= aoColor.xyz;",
 
                         "gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
 
                     "#else",
 
                         "gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
 
                     "#endif",
 
                 "}",
 
                 "if( enableSpecular )",
                     "specularTex = texture2D( tSpecular, vUv ).xyz;",
 
                 "mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
                 "vec3 finalNormal = tsb * normalTex;",
 
                 "#ifdef FLIP_SIDED",
 
                     "finalNormal = -finalNormal;",
 
                 "#endif",
 
                 "vec3 normal = normalize( finalNormal );",
                 "vec3 viewPosition = normalize( vViewPosition );",
 
                 // point lights
 
                 "#if MAX_POINT_LIGHTS > 0",
 
                     "vec3 pointDiffuse = vec3( 0.0 );",
                     "vec3 pointSpecular = vec3( 0.0 );",
 
                     "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
 
                         "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
                         "vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
 
                         "float pointDistance = 1.0;",
                         "if ( pointLightDistance[ i ] > 0.0 )",
                             "pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
 
                         "pointVector = normalize( pointVector );",
 
                         // diffuse
 
                         "#ifdef WRAP_AROUND",
 
                             "float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
                             "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
 
                             "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
 
                         "#else",
 
                             "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
 
                         "#endif",
 
                         "pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",
 
                         // specular
 
                         "vec3 pointHalfVector = normalize( pointVector + viewPosition );",
                         "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
                         "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",
 
                         "#ifdef PHYSICALLY_BASED_SHADING",
 
                             // 2.0 => 2.0001 is hack to work around ANGLE bug
 
                             "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
 
                             "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
                             "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
 
                         "#else",
 
                             "pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",
 
                         "#endif",
 
                     "}",
 
                 "#endif",
 
                 // spot lights
 
                 "#if MAX_SPOT_LIGHTS > 0",
 
                     "vec3 spotDiffuse = vec3( 0.0 );",
                     "vec3 spotSpecular = vec3( 0.0 );",
 
                     "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
 
                         "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
                         "vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
 
                         "float spotDistance = 1.0;",
                         "if ( spotLightDistance[ i ] > 0.0 )",
                             "spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
 
                         "spotVector = normalize( spotVector );",
 
                         "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
 
                         "if ( spotEffect > spotLightAngleCos[ i ] ) {",
 
                             "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
 
                             // diffuse
 
                             "#ifdef WRAP_AROUND",
 
                                 "float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
                                 "float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
 
                                 "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
 
                             "#else",
 
                                 "float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
 
                             "#endif",
 
                             "spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",
 
                             // specular
 
                             "vec3 spotHalfVector = normalize( spotVector + viewPosition );",
                             "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
                             "float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",
 
                             "#ifdef PHYSICALLY_BASED_SHADING",
 
                                 // 2.0 => 2.0001 is hack to work around ANGLE bug
 
                                 "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
 
                                 "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
                                 "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
 
                             "#else",
 
                                 "spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",
 
                             "#endif",
 
                         "}",
 
                     "}",
 
                 "#endif",
 
                 // directional lights
 
                 "#if MAX_DIR_LIGHTS > 0",
 
                     "vec3 dirDiffuse = vec3( 0.0 );",
                     "vec3 dirSpecular = vec3( 0.0 );",
 
                     "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
 
                         "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
                         "vec3 dirVector = normalize( lDirection.xyz );",
 
                         // diffuse
 
                         "#ifdef WRAP_AROUND",
 
                             "float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
                             "float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
 
                             "vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
 
                         "#else",
 
                             "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
 
                         "#endif",
 
                         "dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
 
                         // specular
 
                         "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
                         "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
                         "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",
 
                         "#ifdef PHYSICALLY_BASED_SHADING",
 
                             // 2.0 => 2.0001 is hack to work around ANGLE bug
 
                             "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
 
                             "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
                             "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
 
                         "#else",
 
                             "dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
 
                         "#endif",
 
                     "}",
 
                 "#endif",
 
                 // hemisphere lights
 
                 "#if MAX_HEMI_LIGHTS > 0",
 
                     "vec3 hemiDiffuse  = vec3( 0.0 );",
                     "vec3 hemiSpecular = vec3( 0.0 );" ,
 
                     "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
 
                         "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
                         "vec3 lVector = normalize( lDirection.xyz );",
 
                         // diffuse
 
                         "float dotProduct = dot( normal, lVector );",
                         "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
 
                         "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
 
                         "hemiDiffuse += uDiffuseColor * hemiColor;",
 
                         // specular (sky light)
 
 
                         "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
                         "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
                         "float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );",
 
                         // specular (ground light)
 
                         "vec3 lVectorGround = -lVector;",
 
                         "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
                         "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
                         "float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );",
 
                         "#ifdef PHYSICALLY_BASED_SHADING",
 
                             "float dotProductGround = dot( normal, lVectorGround );",
 
                             // 2.0 => 2.0001 is hack to work around ANGLE bug
 
                             "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
 
                             "vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
                             "vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
                             "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
 
                         "#else",
 
                             "hemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
 
                         "#endif",
 
                     "}",
 
                 "#endif",
 
                 // all lights contribution summation
 
                 "vec3 totalDiffuse = vec3( 0.0 );",
                 "vec3 totalSpecular = vec3( 0.0 );",
 
                 "#if MAX_DIR_LIGHTS > 0",
 
                     "totalDiffuse += dirDiffuse;",
                     "totalSpecular += dirSpecular;",
 
                 "#endif",
 
                 "#if MAX_HEMI_LIGHTS > 0",
 
                     "totalDiffuse += hemiDiffuse;",
                     "totalSpecular += hemiSpecular;",
 
                 "#endif",
 
                 "#if MAX_POINT_LIGHTS > 0",
 
                     "totalDiffuse += pointDiffuse;",
                     "totalSpecular += pointSpecular;",
 
                 "#endif",
 
                 "#if MAX_SPOT_LIGHTS > 0",
 
                     "totalDiffuse += spotDiffuse;",
                     "totalSpecular += spotSpecular;",
 
                 "#endif",
 
                 "#ifdef METAL",
 
                     "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",
 
                 "#else",
 
                     "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;",
 
                 "#endif",
 
                 "if ( enableReflection ) {",
 
                     "vec3 vReflect;",
                     "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
 
                     "if ( useRefract ) {",
 
                         "vReflect = refract( cameraToVertex, normal, uRefractionRatio );",
 
                     "} else {",
 
                         "vReflect = reflect( cameraToVertex, normal );",
 
                     "}",
 
                     "vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
 
                     "#ifdef GAMMA_INPUT",
 
                         "cubeColor.xyz *= cubeColor.xyz;",
 
                     "#endif",
 
                     "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",
 
                 "}",
 
                 THREE.ShaderChunk[ "shadowmap_fragment" ],
                 THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
                 THREE.ShaderChunk[ "fog_fragment" ],
 
             "}"
 
         ].join("\n"),
 
         vertexShader: [
 
             "attribute vec4 tangent;",
 
             "uniform vec2 uOffset;",
             "uniform vec2 uRepeat;",
 
             "uniform bool enableDisplacement;",
 
             "#ifdef VERTEX_TEXTURES",
 
                 "uniform sampler2D tDisplacement;",
                 "uniform float uDisplacementScale;",
                 "uniform float uDisplacementBias;",
 
             "#endif",
 
             "varying vec3 vTangent;",
             "varying vec3 vBinormal;",
             "varying vec3 vNormal;",
             "varying vec2 vUv;",
 
             "varying vec3 vWorldPosition;",
             "varying vec3 vViewPosition;",
 
             THREE.ShaderChunk[ "skinning_pars_vertex" ],
             THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
 
             "void main() {",
 
                 THREE.ShaderChunk[ "skinbase_vertex" ],
                 THREE.ShaderChunk[ "skinnormal_vertex" ],
 
                 // normal, tangent and binormal vectors
 
                 "#ifdef USE_SKINNING",
 
                     "vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
 
                     "vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
                     "vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
 
                 "#else",
 
                     "vNormal = normalize( normalMatrix * normal );",
                     "vTangent = normalize( normalMatrix * tangent.xyz );",
 
                 "#endif",
 
                 "vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
 
                 "vUv = uv * uRepeat + uOffset;",
 
                 // displacement mapping
 
                 "vec3 displacedPosition;",
 
                 "#ifdef VERTEX_TEXTURES",
 
                     "if ( enableDisplacement ) {",
 
                         "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
                         "float df = uDisplacementScale * dv.x + uDisplacementBias;",
                         "displacedPosition = position + normalize( normal ) * df;",
 
                     "} else {",
 
                         "#ifdef USE_SKINNING",
 
                             "vec4 skinVertex = vec4( position, 1.0 );",
 
                             "vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
                             "skinned 	  += boneMatY * skinVertex * skinWeight.y;",
 
                             "displacedPosition  = skinned.xyz;",
 
                         "#else",
 
                             "displacedPosition = position;",
 
                         "#endif",
 
                     "}",
 
                 "#else",
 
                     "#ifdef USE_SKINNING",
 
                         "vec4 skinVertex = vec4( position, 1.0 );",
 
                         "vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
                         "skinned 	  += boneMatY * skinVertex * skinWeight.y;",
 
                         "displacedPosition  = skinned.xyz;",
 
                     "#else",
 
                         "displacedPosition = position;",
 
                     "#endif",
 
                 "#endif",
 
                 //
 
                 "vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
                 "vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
 
                 "gl_Position = projectionMatrix * mvPosition;",
 
                 //
 
                 "vWorldPosition = worldPosition.xyz;",
                 "vViewPosition = -mvPosition.xyz;",
 
                 // shadows
 
                 "#ifdef USE_SHADOWMAP",
 
                     "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
 
                         "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
 
                     "}",
 
                 "#endif",
 
             "}"
 
         ].join("\n")
 
     },
 
     /* -------------------------------------------------------------------------
     //	Cube map shader
      ------------------------------------------------------------------------- */
 
     'cube': {
 
         uniforms: { "tCube": { type: "t", value: null },
                     "tFlip": { type: "f", value: -1 } },
 
         vertexShader: [
 
             "varying vec3 vWorldPosition;",
 
             "void main() {",
 
                 "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
                 "vWorldPosition = worldPosition.xyz;",
 
                 "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
 
             "}"
 
         ].join("\n"),
 
         fragmentShader: [
 
             "uniform samplerCube tCube;",
             "uniform float tFlip;",
 
             "varying vec3 vWorldPosition;",
 
             "void main() {",
 
                 "gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
 
             "}"
 
         ].join("\n")
 
     },
 
     // Depth encoding into RGBA texture
     // 	based on SpiderGL shadow map example
     // 		http://spidergl.org/example.php?id=6
     // 	originally from
     //		http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
     // 	see also here:
     //		http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
 
     'depthRGBA': {
 
         uniforms: {},
 
         vertexShader: [
 
             THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
             THREE.ShaderChunk[ "skinning_pars_vertex" ],
 
             "void main() {",
 
                 THREE.ShaderChunk[ "skinbase_vertex" ],
                 THREE.ShaderChunk[ "morphtarget_vertex" ],
                 THREE.ShaderChunk[ "skinning_vertex" ],
                 THREE.ShaderChunk[ "default_vertex" ],
 
             "}"
 
         ].join("\n"),
 
         fragmentShader: [
 
             "vec4 pack_depth( const in float depth ) {",
 
                 "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
                 "const vec4 bit_mask  = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
                 "vec4 res = fract( depth * bit_shift );",
                 "res -= res.xxyz * bit_mask;",
                 "return res;",
 
             "}",
 
             "void main() {",
 
                 "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
 
                 //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
                 //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
                 //"gl_FragData[ 0 ] = pack_depth( z );",
                 //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
 
             "}"
 
         ].join("\n")
 
     }
 
 };
 
 /**
  * @author supereggbert / http://www.paulbrunt.co.uk/
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  * @author szimek / https://github.com/szimek/
  */
 
 THREE.WebGLRenderer = function ( parameters ) {
 
     console.log( 'THREE.WebGLRenderer', THREE.REVISION );
 
     parameters = parameters || {};
 
     var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
 
     _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
 
     _alpha = parameters.alpha !== undefined ? parameters.alpha : true,
     _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
     _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
     _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
     _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
 
     _clearColor = new THREE.Color( 0x000000 ),
     _clearAlpha = 0;
 
     if ( parameters.clearColor !== undefined ) {
 
         console.warn( 'DEPRECATED: clearColor in WebGLRenderer constructor parameters is being removed. Use .setClearColor() instead.' );
         _clearColor.setHex( parameters.clearColor );
 
     }
 
     if ( parameters.clearAlpha !== undefined ) {
 
         console.warn( 'DEPRECATED: clearAlpha in WebGLRenderer constructor parameters is being removed. Use .setClearColor() instead.' );
         _clearAlpha = parameters.clearAlpha;
 
     }
 
     // public properties
 
     this.domElement = _canvas;
     this.context = null;
     this.devicePixelRatio = parameters.devicePixelRatio !== undefined
                 ? parameters.devicePixelRatio
                 : window.devicePixelRatio !== undefined
                     ? window.devicePixelRatio
                     : 1;
 
     // clearing
 
     this.autoClear = true;
     this.autoClearColor = true;
     this.autoClearDepth = true;
     this.autoClearStencil = true;
 
     // scene graph
 
     this.sortObjects = true;
     this.autoUpdateObjects = true;
 
     // physically based shading
 
     this.gammaInput = false;
     this.gammaOutput = false;
     this.physicallyBasedShading = false;
 
     // shadow map
 
     this.shadowMapEnabled = false;
     this.shadowMapAutoUpdate = true;
     this.shadowMapType = THREE.PCFShadowMap;
     this.shadowMapCullFace = THREE.CullFaceFront;
     this.shadowMapDebug = false;
     this.shadowMapCascade = false;
 
     // morphs
 
     this.maxMorphTargets = 8;
     this.maxMorphNormals = 4;
 
     // flags
 
     this.autoScaleCubemaps = true;
 
     // custom render plugins
 
     this.renderPluginsPre = [];
     this.renderPluginsPost = [];
 
     // info
 
     this.info = {
 
         memory: {
 
             programs: 0,
             geometries: 0,
             textures: 0
 
         },
 
         render: {
 
             calls: 0,
             vertices: 0,
             faces: 0,
             points: 0
 
         }
 
     };
 
     // internal properties
 
     var _this = this,
 
     _programs = [],
     _programs_counter = 0,
 
     // internal state cache
 
     _currentProgram = null,
     _currentFramebuffer = null,
     _currentMaterialId = -1,
     _currentGeometryGroupHash = null,
     _currentCamera = null,
     _geometryGroupCounter = 0,
 
     _usedTextureUnits = 0,
 
     // GL state cache
 
     _oldDoubleSided = -1,
     _oldFlipSided = -1,
 
     _oldBlending = -1,
 
     _oldBlendEquation = -1,
     _oldBlendSrc = -1,
     _oldBlendDst = -1,
 
     _oldDepthTest = -1,
     _oldDepthWrite = -1,
 
     _oldPolygonOffset = null,
     _oldPolygonOffsetFactor = null,
     _oldPolygonOffsetUnits = null,
 
     _oldLineWidth = null,
 
     _viewportX = 0,
     _viewportY = 0,
     _viewportWidth = 0,
     _viewportHeight = 0,
     _currentWidth = 0,
     _currentHeight = 0,
 
     _enabledAttributes = {},
 
     // frustum
 
     _frustum = new THREE.Frustum(),
 
      // camera matrices cache
 
     _projScreenMatrix = new THREE.Matrix4(),
     _projScreenMatrixPS = new THREE.Matrix4(),
 
     _vector3 = new THREE.Vector3(),
 
     // light arrays cache
 
     _direction = new THREE.Vector3(),
 
     _lightsNeedUpdate = true,
 
     _lights = {
 
         ambient: [ 0, 0, 0 ],
         directional: { length: 0, colors: new Array(), positions: new Array() },
         point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
         spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
         hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
 
     };
 
     // initialize
 
     var _gl;
 
     var _glExtensionTextureFloat;
     var _glExtensionTextureFloatLinear;
     var _glExtensionStandardDerivatives;
     var _glExtensionTextureFilterAnisotropic;
     var _glExtensionCompressedTextureS3TC;
 
     initGL();
 
     setDefaultGLState();
 
     this.context = _gl;
 
     // GPU capabilities
 
     var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
     var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
     var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
     var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
 
     var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
 
     var _supportsVertexTextures = ( _maxVertexTextures > 0 );
     var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
 
     var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
 
     //
 
     var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
     var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
     var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
 
     var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
     var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
     var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
 
     var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
     var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
     var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
 
     var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
     var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
     var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
 
     // clamp precision to maximum available
 
     var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
     var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
 
     if ( _precision === "highp" && ! highpAvailable ) {
 
         if ( mediumpAvailable ) {
 
             _precision = "mediump";
             console.warn( "WebGLRenderer: highp not supported, using mediump" );
 
         } else {
 
             _precision = "lowp";
             console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );
 
         }
 
     }
 
     if ( _precision === "mediump" && ! mediumpAvailable ) {
 
         _precision = "lowp";
         console.warn( "WebGLRenderer: mediump not supported, using lowp" );
 
     }
 
     // API
 
     this.getContext = function () {
 
         return _gl;
 
     };
 
     this.supportsVertexTextures = function () {
 
         return _supportsVertexTextures;
 
     };
 
     this.supportsFloatTextures = function () {
 
         return _glExtensionTextureFloat;
 
     };
 
     this.supportsStandardDerivatives = function () {
 
         return _glExtensionStandardDerivatives;
 
     };
 
     this.supportsCompressedTextureS3TC = function () {
 
         return _glExtensionCompressedTextureS3TC;
 
     };
 
     this.getMaxAnisotropy  = function () {
 
         return _maxAnisotropy;
 
     };
 
     this.getPrecision = function () {
 
         return _precision;
 
     };
 
     this.setSize = function ( width, height, updateStyle ) {
 
         _canvas.width = width * this.devicePixelRatio;
         _canvas.height = height * this.devicePixelRatio;
 
         if ( this.devicePixelRatio !== 1 && updateStyle !== false ) {
 
             _canvas.style.width = width + 'px';
             _canvas.style.height = height + 'px';
 
         }
 
         this.setViewport( 0, 0, _canvas.width, _canvas.height );
 
     };
 
     this.setViewport = function ( x, y, width, height ) {
 
         _viewportX = x !== undefined ? x : 0;
         _viewportY = y !== undefined ? y : 0;
 
         _viewportWidth = width !== undefined ? width : _canvas.width;
         _viewportHeight = height !== undefined ? height : _canvas.height;
 
         _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
 
     };
 
     this.setScissor = function ( x, y, width, height ) {
 
         _gl.scissor( x, y, width, height );
 
     };
 
     this.enableScissorTest = function ( enable ) {
 
         enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
 
     };
 
     // Clearing
 
     this.setClearColor = function ( color, alpha ) {
 
         _clearColor.set( color );
         _clearAlpha = alpha !== undefined ? alpha : 1;
 
         _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
 
     };
 
     this.setClearColorHex = function ( hex, alpha ) {
 
         console.warn( 'DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
         this.setClearColor( hex, alpha );
 
     };
 
     this.getClearColor = function () {
 
         return _clearColor;
 
     };
 
     this.getClearAlpha = function () {
 
         return _clearAlpha;
 
     };
 
     this.clear = function ( color, depth, stencil ) {
 
         var bits = 0;
 
         if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
         if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
         if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
 
         _gl.clear( bits );
 
     };
 
     this.clearTarget = function ( renderTarget, color, depth, stencil ) {
 
         this.setRenderTarget( renderTarget );
         this.clear( color, depth, stencil );
 
     };
 
     // Plugins
 
     this.addPostPlugin = function ( plugin ) {
 
         plugin.init( this );
         this.renderPluginsPost.push( plugin );
 
     };
 
     this.addPrePlugin = function ( plugin ) {
 
         plugin.init( this );
         this.renderPluginsPre.push( plugin );
 
     };
 
     // Rendering
 
     this.updateShadowMap = function ( scene, camera ) {
 
         _currentProgram = null;
         _oldBlending = -1;
         _oldDepthTest = -1;
         _oldDepthWrite = -1;
         _currentGeometryGroupHash = -1;
         _currentMaterialId = -1;
         _lightsNeedUpdate = true;
         _oldDoubleSided = -1;
         _oldFlipSided = -1;
 
         this.shadowMapPlugin.update( scene, camera );
 
     };
 
     // Internal functions
 
     // Buffer allocation
 
     function createParticleBuffers ( geometry ) {
 
         geometry.__webglVertexBuffer = _gl.createBuffer();
         geometry.__webglColorBuffer = _gl.createBuffer();
 
         _this.info.memory.geometries ++;
 
     };
 
     function createLineBuffers ( geometry ) {
 
         geometry.__webglVertexBuffer = _gl.createBuffer();
         geometry.__webglColorBuffer = _gl.createBuffer();
         geometry.__webglLineDistanceBuffer = _gl.createBuffer();
 
         _this.info.memory.geometries ++;
 
     };
 
     function createRibbonBuffers ( geometry ) {
 
         geometry.__webglVertexBuffer = _gl.createBuffer();
         geometry.__webglColorBuffer = _gl.createBuffer();
         geometry.__webglNormalBuffer = _gl.createBuffer();
 
         _this.info.memory.geometries ++;
 
     };
 
     function createMeshBuffers ( geometryGroup ) {
 
         geometryGroup.__webglVertexBuffer = _gl.createBuffer();
         geometryGroup.__webglNormalBuffer = _gl.createBuffer();
         geometryGroup.__webglTangentBuffer = _gl.createBuffer();
         geometryGroup.__webglColorBuffer = _gl.createBuffer();
         geometryGroup.__webglUVBuffer = _gl.createBuffer();
         geometryGroup.__webglUV2Buffer = _gl.createBuffer();
 
         geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
         geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
 
         geometryGroup.__webglFaceBuffer = _gl.createBuffer();
         geometryGroup.__webglLineBuffer = _gl.createBuffer();
 
         var m, ml;
 
         if ( geometryGroup.numMorphTargets ) {
 
             geometryGroup.__webglMorphTargetsBuffers = [];
 
             for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
 
                 geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
 
             }
 
         }
 
         if ( geometryGroup.numMorphNormals ) {
 
             geometryGroup.__webglMorphNormalsBuffers = [];
 
             for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
 
                 geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
 
             }
 
         }
 
         _this.info.memory.geometries ++;
 
     };
 
     // Events
 
     var onGeometryDispose = function ( event ) {
 
         var geometry = event.target;
 
         geometry.removeEventListener( 'dispose', onGeometryDispose );
 
         deallocateGeometry( geometry );
 
     };
 
     var onTextureDispose = function ( event ) {
 
         var texture = event.target;
 
         texture.removeEventListener( 'dispose', onTextureDispose );
 
         deallocateTexture( texture );
 
         _this.info.memory.textures --;
 
 
     };
 
     var onRenderTargetDispose = function ( event ) {
 
         var renderTarget = event.target;
 
         renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
 
         deallocateRenderTarget( renderTarget );
 
         _this.info.memory.textures --;
 
     };
 
     var onMaterialDispose = function ( event ) {
 
         var material = event.target;
 
         material.removeEventListener( 'dispose', onMaterialDispose );
 
         deallocateMaterial( material );
 
     };
 
     // Buffer deallocation
 
     var deleteBuffers = function ( geometry ) {
 
         if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
         if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
         if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
         if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
         if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
         if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
 
         if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
         if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
 
         if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
         if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
 
         if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
         // custom attributes
 
         if ( geometry.__webglCustomAttributesList !== undefined ) {
 
             for ( var id in geometry.__webglCustomAttributesList ) {
 
                 _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
 
             }
 
         }
 
         _this.info.memory.geometries --;
 
     };
 
     var deallocateGeometry = function ( geometry ) {
 
         geometry.__webglInit = undefined;
 
         if ( geometry instanceof THREE.BufferGeometry ) {
 
             var attributes = geometry.attributes;
 
             for ( var key in attributes ) {
 
                 if ( attributes[ key ].buffer !== undefined ) {
 
                     _gl.deleteBuffer( attributes[ key ].buffer );
         
                 }
 
             }
 
             _this.info.memory.geometries --;
 
         } else {
 
             if ( geometry.geometryGroups !== undefined ) {
 
                 for ( var g in geometry.geometryGroups ) {
 
                     var geometryGroup = geometry.geometryGroups[ g ];
 
                     if ( geometryGroup.numMorphTargets !== undefined ) {
 
                         for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
 
                             _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
 
                         }
 
                     }
 
                     if ( geometryGroup.numMorphNormals !== undefined ) {
 
                         for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
 
                             _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
 
                         }
 
                     }
 
                     deleteBuffers( geometryGroup );
 
                 }
 
             } else {
 
                 deleteBuffers( geometry );
 
             }
 
         }
 
     };
 
     var deallocateTexture = function ( texture ) {
 
         if ( texture.image && texture.image.__webglTextureCube ) {
 
             // cube texture
 
             _gl.deleteTexture( texture.image.__webglTextureCube );
 
         } else {
 
             // 2D texture
 
             if ( ! texture.__webglInit ) return;
 
             texture.__webglInit = false;
             _gl.deleteTexture( texture.__webglTexture );
 
         }
 
     };
 
     var deallocateRenderTarget = function ( renderTarget ) {
 
         if ( !renderTarget || ! renderTarget.__webglTexture ) return;
 
         _gl.deleteTexture( renderTarget.__webglTexture );
 
         if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
 
             for ( var i = 0; i < 6; i ++ ) {
 
                 _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
                 _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
 
             }
 
         } else {
 
             _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
             _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
 
         }
 
     };
 
     var deallocateMaterial = function ( material ) {
 
         var program = material.program;
 
         if ( program === undefined ) return;
 
         material.program = undefined;
 
         // only deallocate GL program if this was the last use of shared program
         // assumed there is only single copy of any program in the _programs list
         // (that's how it's constructed)
 
         var i, il, programInfo;
         var deleteProgram = false;
 
         for ( i = 0, il = _programs.length; i < il; i ++ ) {
 
             programInfo = _programs[ i ];
 
             if ( programInfo.program === program ) {
 
                 programInfo.usedTimes --;
 
                 if ( programInfo.usedTimes === 0 ) {
 
                     deleteProgram = true;
 
                 }
 
                 break;
 
             }
 
         }
 
         if ( deleteProgram === true ) {
 
             // avoid using array.splice, this is costlier than creating new array from scratch
 
             var newPrograms = [];
 
             for ( i = 0, il = _programs.length; i < il; i ++ ) {
 
                 programInfo = _programs[ i ];
 
                 if ( programInfo.program !== program ) {
 
                     newPrograms.push( programInfo );
 
                 }
 
             }
 
             _programs = newPrograms;
 
             _gl.deleteProgram( program );
 
             _this.info.memory.programs --;
 
         }
 
     };
 
     // Buffer initialization
 
     function initCustomAttributes ( geometry, object ) {
 
         var nvertices = geometry.vertices.length;
 
         var material = object.material;
 
         if ( material.attributes ) {
 
             if ( geometry.__webglCustomAttributesList === undefined ) {
 
                 geometry.__webglCustomAttributesList = [];
 
             }
 
             for ( var a in material.attributes ) {
 
                 var attribute = material.attributes[ a ];
 
                 if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
 
                     attribute.__webglInitialized = true;
 
                     var size = 1;		// "f" and "i"
 
                     if ( attribute.type === "v2" ) size = 2;
                     else if ( attribute.type === "v3" ) size = 3;
                     else if ( attribute.type === "v4" ) size = 4;
                     else if ( attribute.type === "c"  ) size = 3;
 
                     attribute.size = size;
 
                     attribute.array = new Float32Array( nvertices * size );
 
                     attribute.buffer = _gl.createBuffer();
                     attribute.buffer.belongsToAttribute = a;
 
                     attribute.needsUpdate = true;
 
                 }
 
                 geometry.__webglCustomAttributesList.push( attribute );
 
             }
 
         }
 
     };
 
     function initParticleBuffers ( geometry, object ) {
 
         var nvertices = geometry.vertices.length;
 
         geometry.__vertexArray = new Float32Array( nvertices * 3 );
         geometry.__colorArray = new Float32Array( nvertices * 3 );
 
         geometry.__sortArray = [];
 
         geometry.__webglParticleCount = nvertices;
 
         initCustomAttributes ( geometry, object );
 
     };
 
     function initLineBuffers ( geometry, object ) {
 
         var nvertices = geometry.vertices.length;
 
         geometry.__vertexArray = new Float32Array( nvertices * 3 );
         geometry.__colorArray = new Float32Array( nvertices * 3 );
         geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
 
         geometry.__webglLineCount = nvertices;
 
         initCustomAttributes ( geometry, object );
 
     };
 
     function initRibbonBuffers ( geometry, object ) {
 
         var nvertices = geometry.vertices.length;
 
         geometry.__vertexArray = new Float32Array( nvertices * 3 );
         geometry.__colorArray = new Float32Array( nvertices * 3 );
         geometry.__normalArray = new Float32Array( nvertices * 3 );
 
         geometry.__webglVertexCount = nvertices;
 
         initCustomAttributes ( geometry, object );
 
     };
 
     function initMeshBuffers ( geometryGroup, object ) {
 
         var geometry = object.geometry,
             faces3 = geometryGroup.faces3,
 
             nvertices = faces3.length * 3,
             ntris     = faces3.length * 1,
             nlines    = faces3.length * 3,
 
             material = getBufferMaterial( object, geometryGroup ),
 
             uvType = bufferGuessUVType( material ),
             normalType = bufferGuessNormalType( material ),
             vertexColorType = bufferGuessVertexColorType( material );
 
         // console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
 
         geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
 
         if ( normalType ) {
 
             geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
 
         }
 
         if ( geometry.hasTangents ) {
 
             geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
 
         }
 
         if ( vertexColorType ) {
 
             geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
 
         }
 
         if ( uvType ) {
 
             if ( geometry.faceVertexUvs.length > 0 ) {
 
                 geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
 
             }
 
             if ( geometry.faceVertexUvs.length > 1 ) {
 
                 geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
 
             }
 
         }
 
         if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
 
             geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
             geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
 
         }
 
         geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
         geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
 
         var m, ml;
 
         if ( geometryGroup.numMorphTargets ) {
 
             geometryGroup.__morphTargetsArrays = [];
 
             for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
 
                 geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
 
             }
 
         }
 
         if ( geometryGroup.numMorphNormals ) {
 
             geometryGroup.__morphNormalsArrays = [];
 
             for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
 
                 geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
 
             }
 
         }
 
         geometryGroup.__webglFaceCount = ntris * 3;
         geometryGroup.__webglLineCount = nlines * 2;
 
 
         // custom attributes
 
         if ( material.attributes ) {
 
             if ( geometryGroup.__webglCustomAttributesList === undefined ) {
 
                 geometryGroup.__webglCustomAttributesList = [];
 
             }
 
             for ( var a in material.attributes ) {
 
                 // Do a shallow copy of the attribute object so different geometryGroup chunks use different
                 // attribute buffers which are correctly indexed in the setMeshBuffers function
 
                 var originalAttribute = material.attributes[ a ];
 
                 var attribute = {};
 
                 for ( var property in originalAttribute ) {
 
                     attribute[ property ] = originalAttribute[ property ];
 
                 }
 
                 if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
 
                     attribute.__webglInitialized = true;
 
                     var size = 1;		// "f" and "i"
 
                     if( attribute.type === "v2" ) size = 2;
                     else if( attribute.type === "v3" ) size = 3;
                     else if( attribute.type === "v4" ) size = 4;
                     else if( attribute.type === "c"  ) size = 3;
 
                     attribute.size = size;
 
                     attribute.array = new Float32Array( nvertices * size );
 
                     attribute.buffer = _gl.createBuffer();
                     attribute.buffer.belongsToAttribute = a;
 
                     originalAttribute.needsUpdate = true;
                     attribute.__original = originalAttribute;
 
                 }
 
                 geometryGroup.__webglCustomAttributesList.push( attribute );
 
             }
 
         }
 
         geometryGroup.__inittedArrays = true;
 
     };
 
     function getBufferMaterial( object, geometryGroup ) {
 
         return object.material instanceof THREE.MeshFaceMaterial
             ? object.material.materials[ geometryGroup.materialIndex ]
             : object.material;
 
     };
 
     function materialNeedsSmoothNormals ( material ) {
 
         return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
 
     };
 
     function bufferGuessNormalType ( material ) {
 
         // only MeshBasicMaterial and MeshDepthMaterial don't need normals
 
         if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
 
             return false;
 
         }
 
         if ( materialNeedsSmoothNormals( material ) ) {
 
             return THREE.SmoothShading;
 
         } else {
 
             return THREE.FlatShading;
 
         }
 
     };
 
     function bufferGuessVertexColorType( material ) {
 
         if ( material.vertexColors ) {
 
             return material.vertexColors;
 
         }
 
         return false;
 
     };
 
     function bufferGuessUVType( material ) {
 
         // material must use some texture to require uvs
 
         if ( material.map ||
              material.lightMap ||
              material.bumpMap ||
              material.normalMap ||
              material.specularMap ||
              material instanceof THREE.ShaderMaterial ) {
 
             return true;
 
         }
 
         return false;
 
     };
 
     //
 
     function initDirectBuffers( geometry ) {
 
         var a, attribute, type;
 
         for ( a in geometry.attributes ) {
 
             if ( a === "index" ) {
 
                 type = _gl.ELEMENT_ARRAY_BUFFER;
 
             } else {
 
                 type = _gl.ARRAY_BUFFER;
 
             }
 
             attribute = geometry.attributes[ a ];
 
             if ( attribute.numItems === undefined ) {
 
                 attribute.numItems = attribute.array.length;
 
             }
 
             attribute.buffer = _gl.createBuffer();
 
             _gl.bindBuffer( type, attribute.buffer );
             _gl.bufferData( type, attribute.array, _gl.STATIC_DRAW );
 
         }
 
     };
 
     // Buffer setting
 
     function setParticleBuffers ( geometry, hint, object ) {
 
         var v, c, vertex, offset, index, color,
 
         vertices = geometry.vertices,
         vl = vertices.length,
 
         colors = geometry.colors,
         cl = colors.length,
 
         vertexArray = geometry.__vertexArray,
         colorArray = geometry.__colorArray,
 
         sortArray = geometry.__sortArray,
 
         dirtyVertices = geometry.verticesNeedUpdate,
         dirtyElements = geometry.elementsNeedUpdate,
         dirtyColors = geometry.colorsNeedUpdate,
 
         customAttributes = geometry.__webglCustomAttributesList,
         i, il,
         a, ca, cal, value,
         customAttribute;
 
         if ( object.sortParticles ) {
 
             _projScreenMatrixPS.copy( _projScreenMatrix );
             _projScreenMatrixPS.multiply( object.matrixWorld );
 
             for ( v = 0; v < vl; v ++ ) {
 
                 vertex = vertices[ v ];
 
                 _vector3.copy( vertex );
                 _vector3.applyProjection( _projScreenMatrixPS );
 
                 sortArray[ v ] = [ _vector3.z, v ];
 
             }
 
             sortArray.sort( numericalSort );
 
             for ( v = 0; v < vl; v ++ ) {
 
                 vertex = vertices[ sortArray[v][1] ];
 
                 offset = v * 3;
 
                 vertexArray[ offset ]     = vertex.x;
                 vertexArray[ offset + 1 ] = vertex.y;
                 vertexArray[ offset + 2 ] = vertex.z;
 
             }
 
             for ( c = 0; c < cl; c ++ ) {
 
                 offset = c * 3;
 
                 color = colors[ sortArray[c][1] ];
 
                 colorArray[ offset ]     = color.r;
                 colorArray[ offset + 1 ] = color.g;
                 colorArray[ offset + 2 ] = color.b;
 
             }
 
             if ( customAttributes ) {
 
                 for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
 
                     customAttribute = customAttributes[ i ];
 
                     if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
 
                     offset = 0;
 
                     cal = customAttribute.value.length;
 
                     if ( customAttribute.size === 1 ) {
 
                         for ( ca = 0; ca < cal; ca ++ ) {
 
                             index = sortArray[ ca ][ 1 ];
 
                             customAttribute.array[ ca ] = customAttribute.value[ index ];
 
                         }
 
                     } else if ( customAttribute.size === 2 ) {
 
                         for ( ca = 0; ca < cal; ca ++ ) {
 
                             index = sortArray[ ca ][ 1 ];
 
                             value = customAttribute.value[ index ];
 
                             customAttribute.array[ offset ] 	= value.x;
                             customAttribute.array[ offset + 1 ] = value.y;
 
                             offset += 2;
 
                         }
 
                     } else if ( customAttribute.size === 3 ) {
 
                         if ( customAttribute.type === "c" ) {
 
                             for ( ca = 0; ca < cal; ca ++ ) {
 
                                 index = sortArray[ ca ][ 1 ];
 
                                 value = customAttribute.value[ index ];
 
                                 customAttribute.array[ offset ]     = value.r;
                                 customAttribute.array[ offset + 1 ] = value.g;
                                 customAttribute.array[ offset + 2 ] = value.b;
 
                                 offset += 3;
 
                             }
 
                         } else {
 
                             for ( ca = 0; ca < cal; ca ++ ) {
 
                                 index = sortArray[ ca ][ 1 ];
 
                                 value = customAttribute.value[ index ];
 
                                 customAttribute.array[ offset ] 	= value.x;
                                 customAttribute.array[ offset + 1 ] = value.y;
                                 customAttribute.array[ offset + 2 ] = value.z;
 
                                 offset += 3;
 
                             }
 
                         }
 
                     } else if ( customAttribute.size === 4 ) {
 
                         for ( ca = 0; ca < cal; ca ++ ) {
 
                             index = sortArray[ ca ][ 1 ];
 
                             value = customAttribute.value[ index ];
 
                             customAttribute.array[ offset ]      = value.x;
                             customAttribute.array[ offset + 1  ] = value.y;
                             customAttribute.array[ offset + 2  ] = value.z;
                             customAttribute.array[ offset + 3  ] = value.w;
 
                             offset += 4;
 
                         }
 
                     }
 
                 }
 
             }
 
         } else {
 
             if ( dirtyVertices ) {
 
                 for ( v = 0; v < vl; v ++ ) {
 
                     vertex = vertices[ v ];
 
                     offset = v * 3;
 
                     vertexArray[ offset ]     = vertex.x;
                     vertexArray[ offset + 1 ] = vertex.y;
                     vertexArray[ offset + 2 ] = vertex.z;
 
                 }
 
             }
 
             if ( dirtyColors ) {
 
                 for ( c = 0; c < cl; c ++ ) {
 
                     color = colors[ c ];
 
                     offset = c * 3;
 
                     colorArray[ offset ]     = color.r;
                     colorArray[ offset + 1 ] = color.g;
                     colorArray[ offset + 2 ] = color.b;
 
                 }
 
             }
 
             if ( customAttributes ) {
 
                 for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
 
                     customAttribute = customAttributes[ i ];
 
                     if ( customAttribute.needsUpdate &&
                          ( customAttribute.boundTo === undefined ||
                            customAttribute.boundTo === "vertices") ) {
 
                         cal = customAttribute.value.length;
 
                         offset = 0;
 
                         if ( customAttribute.size === 1 ) {
 
                             for ( ca = 0; ca < cal; ca ++ ) {
 
                                 customAttribute.array[ ca ] = customAttribute.value[ ca ];
 
                             }
 
                         } else if ( customAttribute.size === 2 ) {
 
                             for ( ca = 0; ca < cal; ca ++ ) {
 
                                 value = customAttribute.value[ ca ];
 
                                 customAttribute.array[ offset ] 	= value.x;
                                 customAttribute.array[ offset + 1 ] = value.y;
 
                                 offset += 2;
 
                             }
 
                         } else if ( customAttribute.size === 3 ) {
 
                             if ( customAttribute.type === "c" ) {
 
                                 for ( ca = 0; ca < cal; ca ++ ) {
 
                                     value = customAttribute.value[ ca ];
 
                                     customAttribute.array[ offset ] 	= value.r;
                                     customAttribute.array[ offset + 1 ] = value.g;
                                     customAttribute.array[ offset + 2 ] = value.b;
 
                                     offset += 3;
 
                                 }
 
                             } else {
 
                                 for ( ca = 0; ca < cal; ca ++ ) {
 
                                     value = customAttribute.value[ ca ];
 
                                     customAttribute.array[ offset ] 	= value.x;
                                     customAttribute.array[ offset + 1 ] = value.y;
                                     customAttribute.array[ offset + 2 ] = value.z;
 
                                     offset += 3;
 
                                 }
 
                             }
 
                         } else if ( customAttribute.size === 4 ) {
 
                             for ( ca = 0; ca < cal; ca ++ ) {
 
                                 value = customAttribute.value[ ca ];
 
                                 customAttribute.array[ offset ]      = value.x;
                                 customAttribute.array[ offset + 1  ] = value.y;
                                 customAttribute.array[ offset + 2  ] = value.z;
                                 customAttribute.array[ offset + 3  ] = value.w;
 
                                 offset += 4;
 
                             }
 
                         }
 
                     }
 
                 }
 
             }
 
         }
 
         if ( dirtyVertices || object.sortParticles ) {
 
             _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
             _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
 
         }
 
         if ( dirtyColors || object.sortParticles ) {
 
             _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
             _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
 
         }
 
         if ( customAttributes ) {
 
             for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
 
                 customAttribute = customAttributes[ i ];
 
                 if ( customAttribute.needsUpdate || object.sortParticles ) {
 
                     _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
                     _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
 
                 }
 
             }
 
         }
 
 
     };
 
     function setLineBuffers ( geometry, hint ) {
 
         var v, c, d, vertex, offset, color,
 
         vertices = geometry.vertices,
         colors = geometry.colors,
         lineDistances = geometry.lineDistances,
 
         vl = vertices.length,
         cl = colors.length,
         dl = lineDistances.length,
 
         vertexArray = geometry.__vertexArray,
         colorArray = geometry.__colorArray,
         lineDistanceArray = geometry.__lineDistanceArray,
 
         dirtyVertices = geometry.verticesNeedUpdate,
         dirtyColors = geometry.colorsNeedUpdate,
         dirtyLineDistances = geometry.lineDistancesNeedUpdate,
 
         customAttributes = geometry.__webglCustomAttributesList,
 
         i, il,
         a, ca, cal, value,
         customAttribute;
 
         if ( dirtyVertices ) {
 
             for ( v = 0; v < vl; v ++ ) {
 
                 vertex = vertices[ v ];
 
                 offset = v * 3;
 
                 vertexArray[ offset ]     = vertex.x;
                 vertexArray[ offset + 1 ] = vertex.y;
                 vertexArray[ offset + 2 ] = vertex.z;
 
             }
 
             _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
             _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
 
         }
 
         if ( dirtyColors ) {
 
             for ( c = 0; c < cl; c ++ ) {
 
                 color = colors[ c ];
 
                 offset = c * 3;
 
                 colorArray[ offset ]     = color.r;
                 colorArray[ offset + 1 ] = color.g;
                 colorArray[ offset + 2 ] = color.b;
 
             }
 
             _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
             _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
 
         }
 
         if ( dirtyLineDistances ) {
 
             for ( d = 0; d < dl; d ++ ) {
 
                 lineDistanceArray[ d ] = lineDistances[ d ];
 
             }
 
             _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
             _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
 
         }
 
         if ( customAttributes ) {
 
             for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
 
                 customAttribute = customAttributes[ i ];
 
                 if ( customAttribute.needsUpdate &&
                      ( customAttribute.boundTo === undefined ||
                        customAttribute.boundTo === "vertices" ) ) {
 
                     offset = 0;
 
                     cal = customAttribute.value.length;
 
                     if ( customAttribute.size === 1 ) {
 
                         for ( ca = 0; ca < cal; ca ++ ) {
 
                             customAttribute.array[ ca ] = customAttribute.value[ ca ];
 
                         }
 
                     } else if ( customAttribute.size === 2 ) {
 
                         for ( ca = 0; ca < cal; ca ++ ) {
 
                             value = customAttribute.value[ ca ];
 
                             customAttribute.array[ offset ] 	= value.x;
                             customAttribute.array[ offset + 1 ] = value.y;
 
                             offset += 2;
 
                         }
 
                     } else if ( customAttribute.size === 3 ) {
 
                         if ( customAttribute.type === "c" ) {
 
                             for ( ca = 0; ca < cal; ca ++ ) {
 
                                 value = customAttribute.value[ ca ];
 
                                 customAttribute.array[ offset ] 	= value.r;
                                 customAttribute.array[ offset + 1 ] = value.g;
                                 customAttribute.array[ offset + 2 ] = value.b;
 
                                 offset += 3;
 
                             }
 
                         } else {
 
                             for ( ca = 0; ca < cal; ca ++ ) {
 
                                 value = customAttribute.value[ ca ];
 
                                 customAttribute.array[ offset ] 	= value.x;
                                 customAttribute.array[ offset + 1 ] = value.y;
                                 customAttribute.array[ offset + 2 ] = value.z;
 
                                 offset += 3;
 
                             }
 
                         }
 
                     } else if ( customAttribute.size === 4 ) {
 
                         for ( ca = 0; ca < cal; ca ++ ) {
 
                             value = customAttribute.value[ ca ];
 
                             customAttribute.array[ offset ] 	 = value.x;
                             customAttribute.array[ offset + 1  ] = value.y;
                             customAttribute.array[ offset + 2  ] = value.z;
                             customAttribute.array[ offset + 3  ] = value.w;
 
                             offset += 4;
 
                         }
 
                     }
 
                     _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
                     _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
 
                 }
 
             }
 
         }
 
     };
 
     function setRibbonBuffers ( geometry, hint ) {
 
         var v, c, n, vertex, offset, color, normal,
 
         i, il, ca, cal, customAttribute, value,
 
         vertices = geometry.vertices,
         colors = geometry.colors,
         normals = geometry.normals,
 
         vl = vertices.length,
         cl = colors.length,
         nl = normals.length,
 
         vertexArray = geometry.__vertexArray,
         colorArray = geometry.__colorArray,
         normalArray = geometry.__normalArray,
 
         dirtyVertices = geometry.verticesNeedUpdate,
         dirtyColors = geometry.colorsNeedUpdate,
         dirtyNormals = geometry.normalsNeedUpdate,
 
         customAttributes = geometry.__webglCustomAttributesList;
 
         if ( dirtyVertices ) {
 
             for ( v = 0; v < vl; v ++ ) {
 
                 vertex = vertices[ v ];
 
                 offset = v * 3;
 
                 vertexArray[ offset ]     = vertex.x;
                 vertexArray[ offset + 1 ] = vertex.y;
                 vertexArray[ offset + 2 ] = vertex.z;
 
             }
 
             _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
             _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
 
         }
 
         if ( dirtyColors ) {
 
             for ( c = 0; c < cl; c ++ ) {
 
                 color = colors[ c ];
 
                 offset = c * 3;
 
                 colorArray[ offset ]     = color.r;
                 colorArray[ offset + 1 ] = color.g;
                 colorArray[ offset + 2 ] = color.b;
 
             }
 
             _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
             _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
 
         }
 
         if ( dirtyNormals ) {
 
             for ( n = 0; n < nl; n ++ ) {
 
                 normal = normals[ n ];
 
                 offset = n * 3;
 
                 normalArray[ offset ]     = normal.x;
                 normalArray[ offset + 1 ] = normal.y;
                 normalArray[ offset + 2 ] = normal.z;
 
             }
 
             _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglNormalBuffer );
             _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
 
         }
 
         if ( customAttributes ) {
 
             for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
 
                 customAttribute = customAttributes[ i ];
 
                 if ( customAttribute.needsUpdate &&
                      ( customAttribute.boundTo === undefined ||
                        customAttribute.boundTo === "vertices" ) ) {
 
                     offset = 0;
 
                     cal = customAttribute.value.length;
 
                     if ( customAttribute.size === 1 ) {
 
                         for ( ca = 0; ca < cal; ca ++ ) {
 
                             customAttribute.array[ ca ] = customAttribute.value[ ca ];
 
                         }
 
                     } else if ( customAttribute.size === 2 ) {
 
                         for ( ca = 0; ca < cal; ca ++ ) {
 
                             value = customAttribute.value[ ca ];
 
                             customAttribute.array[ offset ] 	= value.x;
                             customAttribute.array[ offset + 1 ] = value.y;
 
                             offset += 2;
 
                         }
 
                     } else if ( customAttribute.size === 3 ) {
 
                         if ( customAttribute.type === "c" ) {
 
                             for ( ca = 0; ca < cal; ca ++ ) {
 
                                 value = customAttribute.value[ ca ];
 
                                 customAttribute.array[ offset ] 	= value.r;
                                 customAttribute.array[ offset + 1 ] = value.g;
                                 customAttribute.array[ offset + 2 ] = value.b;
 
                                 offset += 3;
 
                             }
 
                         } else {
 
                             for ( ca = 0; ca < cal; ca ++ ) {
 
                                 value = customAttribute.value[ ca ];
 
                                 customAttribute.array[ offset ] 	= value.x;
                                 customAttribute.array[ offset + 1 ] = value.y;
                                 customAttribute.array[ offset + 2 ] = value.z;
 
                                 offset += 3;
 
                             }
 
                         }
 
                     } else if ( customAttribute.size === 4 ) {
 
                         for ( ca = 0; ca < cal; ca ++ ) {
 
                             value = customAttribute.value[ ca ];
 
                             customAttribute.array[ offset ] 	 = value.x;
                             customAttribute.array[ offset + 1  ] = value.y;
                             customAttribute.array[ offset + 2  ] = value.z;
                             customAttribute.array[ offset + 3  ] = value.w;
 
                             offset += 4;
 
                         }
 
                     }
 
                     _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
                     _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
 
                 }
 
             }
 
         }
 
     };
 
     function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
 
         if ( ! geometryGroup.__inittedArrays ) {
 
             return;
 
         }
 
         var normalType = bufferGuessNormalType( material ),
         vertexColorType = bufferGuessVertexColorType( material ),
         uvType = bufferGuessUVType( material ),
 
         needsSmoothNormals = ( normalType === THREE.SmoothShading );
 
         var f, fl, fi, face,
         vertexNormals, faceNormal, normal,
         vertexColors, faceColor,
         vertexTangents,
         uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
         c1, c2, c3, c4,
         sw1, sw2, sw3, sw4,
         si1, si2, si3, si4,
         sa1, sa2, sa3, sa4,
         sb1, sb2, sb3, sb4,
         m, ml, i, il,
         vn, uvi, uv2i,
         vk, vkl, vka,
         nka, chf, faceVertexNormals,
         a,
 
         vertexIndex = 0,
 
         offset = 0,
         offset_uv = 0,
         offset_uv2 = 0,
         offset_face = 0,
         offset_normal = 0,
         offset_tangent = 0,
         offset_line = 0,
         offset_color = 0,
         offset_skin = 0,
         offset_morphTarget = 0,
         offset_custom = 0,
         offset_customSrc = 0,
 
         value,
 
         vertexArray = geometryGroup.__vertexArray,
         uvArray = geometryGroup.__uvArray,
         uv2Array = geometryGroup.__uv2Array,
         normalArray = geometryGroup.__normalArray,
         tangentArray = geometryGroup.__tangentArray,
         colorArray = geometryGroup.__colorArray,
 
         skinIndexArray = geometryGroup.__skinIndexArray,
         skinWeightArray = geometryGroup.__skinWeightArray,
 
         morphTargetsArrays = geometryGroup.__morphTargetsArrays,
         morphNormalsArrays = geometryGroup.__morphNormalsArrays,
 
         customAttributes = geometryGroup.__webglCustomAttributesList,
         customAttribute,
 
         faceArray = geometryGroup.__faceArray,
         lineArray = geometryGroup.__lineArray,
 
         geometry = object.geometry, // this is shared for all chunks
 
         dirtyVertices = geometry.verticesNeedUpdate,
         dirtyElements = geometry.elementsNeedUpdate,
         dirtyUvs = geometry.uvsNeedUpdate,
         dirtyNormals = geometry.normalsNeedUpdate,
         dirtyTangents = geometry.tangentsNeedUpdate,
         dirtyColors = geometry.colorsNeedUpdate,
         dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
 
         vertices = geometry.vertices,
         chunk_faces3 = geometryGroup.faces3,
         obj_faces = geometry.faces,
 
         obj_uvs  = geometry.faceVertexUvs[ 0 ],
         obj_uvs2 = geometry.faceVertexUvs[ 1 ],
 
         obj_colors = geometry.colors,
 
         obj_skinIndices = geometry.skinIndices,
         obj_skinWeights = geometry.skinWeights,
 
         morphTargets = geometry.morphTargets,
         morphNormals = geometry.morphNormals;
 
         if ( dirtyVertices ) {
 
             for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
 
                 face = obj_faces[ chunk_faces3[ f ] ];
 
                 v1 = vertices[ face.a ];
                 v2 = vertices[ face.b ];
                 v3 = vertices[ face.c ];
 
                 vertexArray[ offset ]     = v1.x;
                 vertexArray[ offset + 1 ] = v1.y;
                 vertexArray[ offset + 2 ] = v1.z;
 
                 vertexArray[ offset + 3 ] = v2.x;
                 vertexArray[ offset + 4 ] = v2.y;
                 vertexArray[ offset + 5 ] = v2.z;
 
                 vertexArray[ offset + 6 ] = v3.x;
                 vertexArray[ offset + 7 ] = v3.y;
                 vertexArray[ offset + 8 ] = v3.z;
 
                 offset += 9;
 
             }
 
             _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
             _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
 
         }
 
         if ( dirtyMorphTargets ) {
 
             for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
 
                 offset_morphTarget = 0;
 
                 for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
 
                     chf = chunk_faces3[ f ];
                     face = obj_faces[ chf ];
 
                     // morph positions
 
                     v1 = morphTargets[ vk ].vertices[ face.a ];
                     v2 = morphTargets[ vk ].vertices[ face.b ];
                     v3 = morphTargets[ vk ].vertices[ face.c ];
 
                     vka = morphTargetsArrays[ vk ];
 
                     vka[ offset_morphTarget ] 	  = v1.x;
                     vka[ offset_morphTarget + 1 ] = v1.y;
                     vka[ offset_morphTarget + 2 ] = v1.z;
 
                     vka[ offset_morphTarget + 3 ] = v2.x;
                     vka[ offset_morphTarget + 4 ] = v2.y;
                     vka[ offset_morphTarget + 5 ] = v2.z;
 
                     vka[ offset_morphTarget + 6 ] = v3.x;
                     vka[ offset_morphTarget + 7 ] = v3.y;
                     vka[ offset_morphTarget + 8 ] = v3.z;
 
                     // morph normals
 
                     if ( material.morphNormals ) {
 
                         if ( needsSmoothNormals ) {
 
                             faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
 
                             n1 = faceVertexNormals.a;
                             n2 = faceVertexNormals.b;
                             n3 = faceVertexNormals.c;
 
                         } else {
 
                             n1 = morphNormals[ vk ].faceNormals[ chf ];
                             n2 = n1;
                             n3 = n1;
 
                         }
 
                         nka = morphNormalsArrays[ vk ];
 
                         nka[ offset_morphTarget ] 	  = n1.x;
                         nka[ offset_morphTarget + 1 ] = n1.y;
                         nka[ offset_morphTarget + 2 ] = n1.z;
 
                         nka[ offset_morphTarget + 3 ] = n2.x;
                         nka[ offset_morphTarget + 4 ] = n2.y;
                         nka[ offset_morphTarget + 5 ] = n2.z;
 
                         nka[ offset_morphTarget + 6 ] = n3.x;
                         nka[ offset_morphTarget + 7 ] = n3.y;
                         nka[ offset_morphTarget + 8 ] = n3.z;
 
                     }
 
                     //
 
                     offset_morphTarget += 9;
 
                 }
 
                 _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
                 _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
 
                 if ( material.morphNormals ) {
 
                     _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
                     _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
 
                 }
 
             }
 
         }
 
         if ( obj_skinWeights.length ) {
 
             for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
 
                 face = obj_faces[ chunk_faces3[ f ]	];
 
                 // weights
 
                 sw1 = obj_skinWeights[ face.a ];
                 sw2 = obj_skinWeights[ face.b ];
                 sw3 = obj_skinWeights[ face.c ];
 
                 skinWeightArray[ offset_skin ]     = sw1.x;
                 skinWeightArray[ offset_skin + 1 ] = sw1.y;
                 skinWeightArray[ offset_skin + 2 ] = sw1.z;
                 skinWeightArray[ offset_skin + 3 ] = sw1.w;
 
                 skinWeightArray[ offset_skin + 4 ] = sw2.x;
                 skinWeightArray[ offset_skin + 5 ] = sw2.y;
                 skinWeightArray[ offset_skin + 6 ] = sw2.z;
                 skinWeightArray[ offset_skin + 7 ] = sw2.w;
 
                 skinWeightArray[ offset_skin + 8 ]  = sw3.x;
                 skinWeightArray[ offset_skin + 9 ]  = sw3.y;
                 skinWeightArray[ offset_skin + 10 ] = sw3.z;
                 skinWeightArray[ offset_skin + 11 ] = sw3.w;
 
                 // indices
 
                 si1 = obj_skinIndices[ face.a ];
                 si2 = obj_skinIndices[ face.b ];
                 si3 = obj_skinIndices[ face.c ];
 
                 skinIndexArray[ offset_skin ]     = si1.x;
                 skinIndexArray[ offset_skin + 1 ] = si1.y;
                 skinIndexArray[ offset_skin + 2 ] = si1.z;
                 skinIndexArray[ offset_skin + 3 ] = si1.w;
 
                 skinIndexArray[ offset_skin + 4 ] = si2.x;
                 skinIndexArray[ offset_skin + 5 ] = si2.y;
                 skinIndexArray[ offset_skin + 6 ] = si2.z;
                 skinIndexArray[ offset_skin + 7 ] = si2.w;
 
                 skinIndexArray[ offset_skin + 8 ]  = si3.x;
                 skinIndexArray[ offset_skin + 9 ]  = si3.y;
                 skinIndexArray[ offset_skin + 10 ] = si3.z;
                 skinIndexArray[ offset_skin + 11 ] = si3.w;
 
                 offset_skin += 12;
 
             }
 
             if ( offset_skin > 0 ) {
 
                 _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
                 _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
 
                 _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
                 _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
 
             }
 
         }
 
         if ( dirtyColors && vertexColorType ) {
 
             for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
 
                 face = obj_faces[ chunk_faces3[ f ]	];
 
                 vertexColors = face.vertexColors;
                 faceColor = face.color;
 
                 if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
 
                     c1 = vertexColors[ 0 ];
                     c2 = vertexColors[ 1 ];
                     c3 = vertexColors[ 2 ];
 
                 } else {
 
                     c1 = faceColor;
                     c2 = faceColor;
                     c3 = faceColor;
 
                 }
 
                 colorArray[ offset_color ]     = c1.r;
                 colorArray[ offset_color + 1 ] = c1.g;
                 colorArray[ offset_color + 2 ] = c1.b;
 
                 colorArray[ offset_color + 3 ] = c2.r;
                 colorArray[ offset_color + 4 ] = c2.g;
                 colorArray[ offset_color + 5 ] = c2.b;
 
                 colorArray[ offset_color + 6 ] = c3.r;
                 colorArray[ offset_color + 7 ] = c3.g;
                 colorArray[ offset_color + 8 ] = c3.b;
 
                 offset_color += 9;
 
             }
 
             if ( offset_color > 0 ) {
 
                 _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
                 _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
 
             }
 
         }
 
         if ( dirtyTangents && geometry.hasTangents ) {
 
             for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
 
                 face = obj_faces[ chunk_faces3[ f ]	];
 
                 vertexTangents = face.vertexTangents;
 
                 t1 = vertexTangents[ 0 ];
                 t2 = vertexTangents[ 1 ];
                 t3 = vertexTangents[ 2 ];
 
                 tangentArray[ offset_tangent ]     = t1.x;
                 tangentArray[ offset_tangent + 1 ] = t1.y;
                 tangentArray[ offset_tangent + 2 ] = t1.z;
                 tangentArray[ offset_tangent + 3 ] = t1.w;
 
                 tangentArray[ offset_tangent + 4 ] = t2.x;
                 tangentArray[ offset_tangent + 5 ] = t2.y;
                 tangentArray[ offset_tangent + 6 ] = t2.z;
                 tangentArray[ offset_tangent + 7 ] = t2.w;
 
                 tangentArray[ offset_tangent + 8 ]  = t3.x;
                 tangentArray[ offset_tangent + 9 ]  = t3.y;
                 tangentArray[ offset_tangent + 10 ] = t3.z;
                 tangentArray[ offset_tangent + 11 ] = t3.w;
 
                 offset_tangent += 12;
 
             }
 
             _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
             _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
 
         }
 
         if ( dirtyNormals && normalType ) {
 
             for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
 
                 face = obj_faces[ chunk_faces3[ f ]	];
 
                 vertexNormals = face.vertexNormals;
                 faceNormal = face.normal;
 
                 if ( vertexNormals.length === 3 && needsSmoothNormals ) {
 
                     for ( i = 0; i < 3; i ++ ) {
 
                         vn = vertexNormals[ i ];
 
                         normalArray[ offset_normal ]     = vn.x;
                         normalArray[ offset_normal + 1 ] = vn.y;
                         normalArray[ offset_normal + 2 ] = vn.z;
 
                         offset_normal += 3;
 
                     }
 
                 } else {
 
                     for ( i = 0; i < 3; i ++ ) {
 
                         normalArray[ offset_normal ]     = faceNormal.x;
                         normalArray[ offset_normal + 1 ] = faceNormal.y;
                         normalArray[ offset_normal + 2 ] = faceNormal.z;
 
                         offset_normal += 3;
 
                     }
 
                 }
 
             }
 
             _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
             _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
 
         }
 
         if ( dirtyUvs && obj_uvs && uvType ) {
 
             for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
 
                 fi = chunk_faces3[ f ];
 
                 uv = obj_uvs[ fi ];
 
                 if ( uv === undefined ) continue;
 
                 for ( i = 0; i < 3; i ++ ) {
 
                     uvi = uv[ i ];
 
                     uvArray[ offset_uv ]     = uvi.x;
                     uvArray[ offset_uv + 1 ] = uvi.y;
 
                     offset_uv += 2;
 
                 }
 
             }
 
             if ( offset_uv > 0 ) {
 
                 _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
                 _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
 
             }
 
         }
 
         if ( dirtyUvs && obj_uvs2 && uvType ) {
 
             for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
 
                 fi = chunk_faces3[ f ];
 
                 uv2 = obj_uvs2[ fi ];
 
                 if ( uv2 === undefined ) continue;
 
                 for ( i = 0; i < 3; i ++ ) {
 
                     uv2i = uv2[ i ];
 
                     uv2Array[ offset_uv2 ]     = uv2i.x;
                     uv2Array[ offset_uv2 + 1 ] = uv2i.y;
 
                     offset_uv2 += 2;
 
                 }
 
             }
 
             if ( offset_uv2 > 0 ) {
 
                 _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
                 _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
 
             }
 
         }
 
         if ( dirtyElements ) {
 
             for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
 
                 faceArray[ offset_face ] 	 = vertexIndex;
                 faceArray[ offset_face + 1 ] = vertexIndex + 1;
                 faceArray[ offset_face + 2 ] = vertexIndex + 2;
 
                 offset_face += 3;
 
                 lineArray[ offset_line ]     = vertexIndex;
                 lineArray[ offset_line + 1 ] = vertexIndex + 1;
 
                 lineArray[ offset_line + 2 ] = vertexIndex;
                 lineArray[ offset_line + 3 ] = vertexIndex + 2;
 
                 lineArray[ offset_line + 4 ] = vertexIndex + 1;
                 lineArray[ offset_line + 5 ] = vertexIndex + 2;
 
                 offset_line += 6;
 
                 vertexIndex += 3;
 
             }
 
             _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
             _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
 
             _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
             _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
 
         }
 
         if ( customAttributes ) {
 
             for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
 
                 customAttribute = customAttributes[ i ];
 
                 if ( ! customAttribute.__original.needsUpdate ) continue;
 
                 offset_custom = 0;
                 offset_customSrc = 0;
 
                 if ( customAttribute.size === 1 ) {
 
                     if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
 
                         for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
 
                             face = obj_faces[ chunk_faces3[ f ]	];
 
                             customAttribute.array[ offset_custom ] 	   = customAttribute.value[ face.a ];
                             customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
                             customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
 
                             offset_custom += 3;
 
                         }
 
                     } else if ( customAttribute.boundTo === "faces" ) {
 
                         for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
 
                             value = customAttribute.value[ chunk_faces3[ f ] ];
 
                             customAttribute.array[ offset_custom ] 	   = value;
                             customAttribute.array[ offset_custom + 1 ] = value;
                             customAttribute.array[ offset_custom + 2 ] = value;
 
                             offset_custom += 3;
 
                         }
 
                     }
 
                 } else if ( customAttribute.size === 2 ) {
 
                     if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
 
                         for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
 
                             face = obj_faces[ chunk_faces3[ f ]	];
 
                             v1 = customAttribute.value[ face.a ];
                             v2 = customAttribute.value[ face.b ];
                             v3 = customAttribute.value[ face.c ];
 
                             customAttribute.array[ offset_custom ] 	   = v1.x;
                             customAttribute.array[ offset_custom + 1 ] = v1.y;
 
                             customAttribute.array[ offset_custom + 2 ] = v2.x;
                             customAttribute.array[ offset_custom + 3 ] = v2.y;
 
                             customAttribute.array[ offset_custom + 4 ] = v3.x;
                             customAttribute.array[ offset_custom + 5 ] = v3.y;
 
                             offset_custom += 6;
 
                         }
 
                     } else if ( customAttribute.boundTo === "faces" ) {
 
                         for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
 
                             value = customAttribute.value[ chunk_faces3[ f ] ];
 
                             v1 = value;
                             v2 = value;
                             v3 = value;
 
                             customAttribute.array[ offset_custom ] 	   = v1.x;
                             customAttribute.array[ offset_custom + 1 ] = v1.y;
 
                             customAttribute.array[ offset_custom + 2 ] = v2.x;
                             customAttribute.array[ offset_custom + 3 ] = v2.y;
 
                             customAttribute.array[ offset_custom + 4 ] = v3.x;
                             customAttribute.array[ offset_custom + 5 ] = v3.y;
 
                             offset_custom += 6;
 
                         }
 
                     }
 
                 } else if ( customAttribute.size === 3 ) {
 
                     var pp;
 
                     if ( customAttribute.type === "c" ) {
 
                         pp = [ "r", "g", "b" ];
 
                     } else {
 
                         pp = [ "x", "y", "z" ];
 
                     }
 
                     if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
 
                         for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
 
                             face = obj_faces[ chunk_faces3[ f ]	];
 
                             v1 = customAttribute.value[ face.a ];
                             v2 = customAttribute.value[ face.b ];
                             v3 = customAttribute.value[ face.c ];
 
                             customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
                             customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
                             customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
 
                             customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
                             customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
                             customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
 
                             customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
                             customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
                             customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
 
                             offset_custom += 9;
 
                         }
 
                     } else if ( customAttribute.boundTo === "faces" ) {
 
                         for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
 
                             value = customAttribute.value[ chunk_faces3[ f ] ];
 
                             v1 = value;
                             v2 = value;
                             v3 = value;
 
                             customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
                             customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
                             customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
 
                             customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
                             customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
                             customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
 
                             customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
                             customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
                             customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
 
                             offset_custom += 9;
 
                         }
 
                     } else if ( customAttribute.boundTo === "faceVertices" ) {
 
                         for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
 
                             value = customAttribute.value[ chunk_faces3[ f ] ];
 
                             v1 = value[ 0 ];
                             v2 = value[ 1 ];
                             v3 = value[ 2 ];
 
                             customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
                             customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
                             customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
 
                             customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
                             customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
                             customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
 
                             customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
                             customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
                             customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
 
                             offset_custom += 9;
 
                         }
 
                     }
 
                 } else if ( customAttribute.size === 4 ) {
 
                     if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
 
                         for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
 
                             face = obj_faces[ chunk_faces3[ f ]	];
 
                             v1 = customAttribute.value[ face.a ];
                             v2 = customAttribute.value[ face.b ];
                             v3 = customAttribute.value[ face.c ];
 
                             customAttribute.array[ offset_custom  ] 	= v1.x;
                             customAttribute.array[ offset_custom + 1  ] = v1.y;
                             customAttribute.array[ offset_custom + 2  ] = v1.z;
                             customAttribute.array[ offset_custom + 3  ] = v1.w;
 
                             customAttribute.array[ offset_custom + 4  ] = v2.x;
                             customAttribute.array[ offset_custom + 5  ] = v2.y;
                             customAttribute.array[ offset_custom + 6  ] = v2.z;
                             customAttribute.array[ offset_custom + 7  ] = v2.w;
 
                             customAttribute.array[ offset_custom + 8  ] = v3.x;
                             customAttribute.array[ offset_custom + 9  ] = v3.y;
                             customAttribute.array[ offset_custom + 10 ] = v3.z;
                             customAttribute.array[ offset_custom + 11 ] = v3.w;
 
                             offset_custom += 12;
 
                         }
 
                     } else if ( customAttribute.boundTo === "faces" ) {
 
                         for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
 
                             value = customAttribute.value[ chunk_faces3[ f ] ];
 
                             v1 = value;
                             v2 = value;
                             v3 = value;
 
                             customAttribute.array[ offset_custom  ] 	= v1.x;
                             customAttribute.array[ offset_custom + 1  ] = v1.y;
                             customAttribute.array[ offset_custom + 2  ] = v1.z;
                             customAttribute.array[ offset_custom + 3  ] = v1.w;
 
                             customAttribute.array[ offset_custom + 4  ] = v2.x;
                             customAttribute.array[ offset_custom + 5  ] = v2.y;
                             customAttribute.array[ offset_custom + 6  ] = v2.z;
                             customAttribute.array[ offset_custom + 7  ] = v2.w;
 
                             customAttribute.array[ offset_custom + 8  ] = v3.x;
                             customAttribute.array[ offset_custom + 9  ] = v3.y;
                             customAttribute.array[ offset_custom + 10 ] = v3.z;
                             customAttribute.array[ offset_custom + 11 ] = v3.w;
 
                             offset_custom += 12;
 
                         }
 
                     } else if ( customAttribute.boundTo === "faceVertices" ) {
 
                         for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
 
                             value = customAttribute.value[ chunk_faces3[ f ] ];
 
                             v1 = value[ 0 ];
                             v2 = value[ 1 ];
                             v3 = value[ 2 ];
 
                             customAttribute.array[ offset_custom  ] 	= v1.x;
                             customAttribute.array[ offset_custom + 1  ] = v1.y;
                             customAttribute.array[ offset_custom + 2  ] = v1.z;
                             customAttribute.array[ offset_custom + 3  ] = v1.w;
 
                             customAttribute.array[ offset_custom + 4  ] = v2.x;
                             customAttribute.array[ offset_custom + 5  ] = v2.y;
                             customAttribute.array[ offset_custom + 6  ] = v2.z;
                             customAttribute.array[ offset_custom + 7  ] = v2.w;
 
                             customAttribute.array[ offset_custom + 8  ] = v3.x;
                             customAttribute.array[ offset_custom + 9  ] = v3.y;
                             customAttribute.array[ offset_custom + 10 ] = v3.z;
                             customAttribute.array[ offset_custom + 11 ] = v3.w;
 
                             offset_custom += 12;
 
                         }
 
                     }
 
                 }
 
                 _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
                 _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
 
             }
 
         }
 
         if ( dispose ) {
 
             delete geometryGroup.__inittedArrays;
             delete geometryGroup.__colorArray;
             delete geometryGroup.__normalArray;
             delete geometryGroup.__tangentArray;
             delete geometryGroup.__uvArray;
             delete geometryGroup.__uv2Array;
             delete geometryGroup.__faceArray;
             delete geometryGroup.__vertexArray;
             delete geometryGroup.__lineArray;
             delete geometryGroup.__skinIndexArray;
             delete geometryGroup.__skinWeightArray;
 
         }
 
     };
 
     function setDirectBuffers ( geometry, hint, dispose ) {
 
         var attributes = geometry.attributes;
 
         var attributeName, attributeItem;
 
         for ( attributeName in attributes ) {
 
             attributeItem = attributes[ attributeName ];
 
             if ( attributeItem.needsUpdate ) {
 
                 if ( attributeName === 'index' ) {
 
                     _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
                     _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
 
                 } else {
 
                     _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
                     _gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
 
                 }
 
                 attributeItem.needsUpdate = false;
 
             }
 
             if ( dispose && ! attributeItem.dynamic ) {
 
                 attributeItem.array = null;
 
             }
 
         }
 
     };
 
     // Buffer rendering
 
     this.renderBufferImmediate = function ( object, program, material ) {
 
         if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
         if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
         if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
         if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
 
         if ( object.hasPositions ) {
 
             _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
             _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
             _gl.enableVertexAttribArray( program.attributes.position );
             _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
 
         }
 
         if ( object.hasNormals ) {
 
             _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
 
             if ( material.shading === THREE.FlatShading ) {
 
                 var nx, ny, nz,
                     nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
                     normalArray,
                     i, il = object.count * 3;
 
                 for( i = 0; i < il; i += 9 ) {
 
                     normalArray = object.normalArray;
 
                     nax  = normalArray[ i ];
                     nay  = normalArray[ i + 1 ];
                     naz  = normalArray[ i + 2 ];
 
                     nbx  = normalArray[ i + 3 ];
                     nby  = normalArray[ i + 4 ];
                     nbz  = normalArray[ i + 5 ];
 
                     ncx  = normalArray[ i + 6 ];
                     ncy  = normalArray[ i + 7 ];
                     ncz  = normalArray[ i + 8 ];
 
                     nx = ( nax + nbx + ncx ) / 3;
                     ny = ( nay + nby + ncy ) / 3;
                     nz = ( naz + nbz + ncz ) / 3;
 
                     normalArray[ i ] 	 = nx;
                     normalArray[ i + 1 ] = ny;
                     normalArray[ i + 2 ] = nz;
 
                     normalArray[ i + 3 ] = nx;
                     normalArray[ i + 4 ] = ny;
                     normalArray[ i + 5 ] = nz;
 
                     normalArray[ i + 6 ] = nx;
                     normalArray[ i + 7 ] = ny;
                     normalArray[ i + 8 ] = nz;
 
                 }
 
             }
 
             _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
             _gl.enableVertexAttribArray( program.attributes.normal );
             _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
 
         }
 
         if ( object.hasUvs && material.map ) {
 
             _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
             _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
             _gl.enableVertexAttribArray( program.attributes.uv );
             _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
 
         }
 
         if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
 
             _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
             _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
             _gl.enableVertexAttribArray( program.attributes.color );
             _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
 
         }
 
         _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
 
         object.count = 0;
 
     };
 
     this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
 
         if ( material.visible === false ) return;
 
         var linewidth, a, attribute;
         var attributeItem, attributeName, attributePointer, attributeSize;
 
         var program = setProgram( camera, lights, fog, material, object );
 
         var programAttributes = program.attributes;
         var geometryAttributes = geometry.attributes;
 
         var updateBuffers = false,
             wireframeBit = material.wireframe ? 1 : 0,
             geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
 
         if ( geometryHash !== _currentGeometryGroupHash ) {
 
             _currentGeometryGroupHash = geometryHash;
             updateBuffers = true;
 
         }
 
         if ( updateBuffers ) {
 
             disableAttributes();
 
         }
 
         // render mesh
 
         if ( object instanceof THREE.Mesh ) {
 
             var index = geometryAttributes[ "index" ];
 
             // indexed triangles
 
             if ( index ) {
 
                 var offsets = geometry.offsets;
 
                 // if there is more than 1 chunk
                 // must set attribute pointers to use new offsets for each chunk
                 // even if geometry and materials didn't change
 
                 if ( offsets.length > 1 ) updateBuffers = true;
 
                 for ( var i = 0, il = offsets.length; i < il; i ++ ) {
 
                     var startIndex = offsets[ i ].index;
 
                     if ( updateBuffers ) {
 
                         for ( attributeName in programAttributes ) {
 
                             attributePointer = programAttributes[ attributeName ];
                             attributeItem = geometryAttributes[ attributeName ];
 
                             if ( attributePointer >= 0 ) {
 
                                 if ( attributeItem ) {
 
                                     attributeSize = attributeItem.itemSize;
                                     _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
                                     enableAttribute( attributePointer );
                                     _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
 
                                 } else if ( material.defaultAttributeValues ) {
 
                                     if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
 
                                         _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
 
                                     } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
 
                                         _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
 
                                     }
 
                                 }
 
                             }
 
                         }
 
                         // indices
 
                         _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
 
                     }
 
                     // render indexed triangles
 
                     _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16
 
                     _this.info.render.calls ++;
                     _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
                     _this.info.render.faces += offsets[ i ].count / 3;
 
                 }
 
             // non-indexed triangles
 
             } else {
 
                 if ( updateBuffers ) {
 
                     for ( attributeName in programAttributes ) {
 
                         if ( attributeName === 'index') continue;
 
                         attributePointer = programAttributes[ attributeName ];
                         attributeItem = geometryAttributes[ attributeName ];
                         
                         if ( attributePointer >= 0 ) {
 
                             if ( attributeItem ) {
 
                                 attributeSize = attributeItem.itemSize;
                                 _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
                                 enableAttribute( attributePointer );
                                 _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
 
                             } else if ( material.defaultAttributeValues && material.defaultAttributeValues[ attributeName ] ) {
 
                                 if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
 
                                     _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
 
                                 } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
 
                                     _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
 
                                 }
 
                             }
 
                         }
 
                     }
 
                 }
 
                 var position = geometry.attributes[ "position" ];
 
                 // render non-indexed triangles
 
                 _gl.drawArrays( _gl.TRIANGLES, 0, position.numItems / 3 );
 
                 _this.info.render.calls ++;
                 _this.info.render.vertices += position.numItems / 3;
                 _this.info.render.faces += position.numItems / 3 / 3;
 
             }
 
         // render particles
 
         } else if ( object instanceof THREE.ParticleSystem ) {
 
             if ( updateBuffers ) {
 
                 for ( attributeName in programAttributes ) {
 
                     attributePointer = programAttributes[ attributeName ];
                     attributeItem = geometryAttributes[ attributeName ];
                     
                     if ( attributePointer >= 0 ) {
 
                         if ( attributeItem ) {
 
                             attributeSize = attributeItem.itemSize;
                             _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
                             enableAttribute( attributePointer );
                             _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
 
                         } else if ( material.defaultAttributeValues && material.defaultAttributeValues[ attributeName ] ) {
 
                             if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
 
                                 _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
 
                             } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
 
                                 _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
 
                             }
 
                         }
 
                     }
 
                 }
 
                 var position = geometryAttributes[ "position" ];
 
                 // render particles
 
                 _gl.drawArrays( _gl.POINTS, 0, position.numItems / 3 );
 
                 _this.info.render.calls ++;
                 _this.info.render.points += position.numItems / 3;
 
             }
 
         } else if ( object instanceof THREE.Line ) {
 
             if ( updateBuffers ) {
 
                 for ( attributeName in programAttributes ) {
 
                     attributePointer = programAttributes[ attributeName ];
                     attributeItem = geometryAttributes[ attributeName ];
                     
                     if ( attributePointer >= 0 ) {
 
                         if ( attributeItem ) {
 
                             attributeSize = attributeItem.itemSize;
                             _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
                             enableAttribute( attributePointer );
                             _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
 
                         } else if ( material.defaultAttributeValues && material.defaultAttributeValues[ attributeName ] ) {
 
                             if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
 
                                 _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
 
                             } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
 
                                 _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
 
                             }
 
                         }
 
                     }
 
                 }
 
                 // render lines
 
                 var primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
 
                 setLineWidth( material.linewidth );
 
                 var position = geometryAttributes[ "position" ];
 
                 _gl.drawArrays( primitives, 0, position.numItems / 3 );
 
                 _this.info.render.calls ++;
                 _this.info.render.points += position.numItems;
 
             }
 
         }
 
     };
 
     this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
 
         if ( material.visible === false ) return;
 
         var linewidth, a, attribute, i, il;
 
         var program = setProgram( camera, lights, fog, material, object );
 
         var attributes = program.attributes;
 
         var updateBuffers = false,
             wireframeBit = material.wireframe ? 1 : 0,
             geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
 
         if ( geometryGroupHash !== _currentGeometryGroupHash ) {
 
             _currentGeometryGroupHash = geometryGroupHash;
             updateBuffers = true;
 
         }
 
         if ( updateBuffers ) {
 
             disableAttributes();
 
         }
 
         // vertices
 
         if ( !material.morphTargets && attributes.position >= 0 ) {
 
             if ( updateBuffers ) {
 
                 _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
                 enableAttribute( attributes.position );
                 _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
 
             }
 
         } else {
 
             if ( object.morphTargetBase ) {
 
                 setupMorphTargets( material, geometryGroup, object );
 
             }
 
         }
 
 
         if ( updateBuffers ) {
 
             // custom attributes
 
             // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
 
             if ( geometryGroup.__webglCustomAttributesList ) {
 
                 for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
 
                     attribute = geometryGroup.__webglCustomAttributesList[ i ];
 
                     if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
 
                         _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
                         enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
                         _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
 
                     }
 
                 }
 
             }
 
 
             // colors
 
             if ( attributes.color >= 0 ) {
 
                 if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
 
                     _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
                     enableAttribute( attributes.color );
                     _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
 
                 } else if ( material.defaultAttributeValues ) {
 
 
                     _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
 
                 }
 
             }
 
             // normals
 
             if ( attributes.normal >= 0 ) {
 
                 _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
                 enableAttribute( attributes.normal );
                 _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
 
             }
 
             // tangents
 
             if ( attributes.tangent >= 0 ) {
 
                 _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
                 enableAttribute( attributes.tangent );
                 _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
 
             }
 
             // uvs
 
             if ( attributes.uv >= 0 ) {
 
                 if ( object.geometry.faceVertexUvs[0] ) {
 
                     _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
                     enableAttribute( attributes.uv );
                     _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
 
                 } else if ( material.defaultAttributeValues ) {
 
 
                     _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
 
                 }
 
             }
 
             if ( attributes.uv2 >= 0 ) {
 
                 if ( object.geometry.faceVertexUvs[1] ) {
 
                     _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
                     enableAttribute( attributes.uv2 );
                     _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
 
                 } else if ( material.defaultAttributeValues ) {
 
 
                     _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
 
                 }
 
             }
 
             if ( material.skinning &&
                  attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
 
                 _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
                 enableAttribute( attributes.skinIndex );
                 _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
 
                 _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
                 enableAttribute( attributes.skinWeight );
                 _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
 
             }
 
             // line distances
 
             if ( attributes.lineDistance >= 0 ) {
 
                 _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
                 enableAttribute( attributes.lineDistance );
                 _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
 
             }
 
         }
 
         // render mesh
 
         if ( object instanceof THREE.Mesh ) {
 
             // wireframe
 
             if ( material.wireframe ) {
 
                 setLineWidth( material.wireframeLinewidth );
 
                 if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
                 _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
 
             // triangles
 
             } else {
 
                 if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
                 _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
 
             }
 
             _this.info.render.calls ++;
             _this.info.render.vertices += geometryGroup.__webglFaceCount;
             _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
 
         // render lines
 
         } else if ( object instanceof THREE.Line ) {
 
             var primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
 
             setLineWidth( material.linewidth );
 
             _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
 
             _this.info.render.calls ++;
 
         // render particles
 
         } else if ( object instanceof THREE.ParticleSystem ) {
 
             _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
 
             _this.info.render.calls ++;
             _this.info.render.points += geometryGroup.__webglParticleCount;
 
         // render ribbon
 
         } else if ( object instanceof THREE.Ribbon ) {
 
             _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
 
             _this.info.render.calls ++;
 
         }
 
     };
 
     function enableAttribute( attribute ) {
 
         if ( ! _enabledAttributes[ attribute ] ) {
 
             _gl.enableVertexAttribArray( attribute );
             _enabledAttributes[ attribute ] = true;
 
         }
 
     };
 
     function disableAttributes() {
 
         for ( var attribute in _enabledAttributes ) {
 
             if ( _enabledAttributes[ attribute ] ) {
 
                 _gl.disableVertexAttribArray( attribute );
                 _enabledAttributes[ attribute ] = false;
 
             }
 
         }
 
     };
 
     function setupMorphTargets ( material, geometryGroup, object ) {
 
         // set base
 
         var attributes = material.program.attributes;
 
         if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {
 
             _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
             enableAttribute( attributes.position );
             _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
 
         } else if ( attributes.position >= 0 ) {
 
             _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
             enableAttribute( attributes.position );
             _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
 
         }
 
         if ( object.morphTargetForcedOrder.length ) {
 
             // set forced order
 
             var m = 0;
             var order = object.morphTargetForcedOrder;
             var influences = object.morphTargetInfluences;
 
             while ( m < material.numSupportedMorphTargets && m < order.length ) {
 
                 if ( attributes[ "morphTarget" + m ] >= 0 ) {
 
                     _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
                     enableAttribute( attributes[ "morphTarget" + m ] );
                     _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
 
                 }
 
                 if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
 
                     _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
                     enableAttribute( attributes[ "morphNormal" + m ] );
                     _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
 
                 }
 
                 object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
 
                 m ++;
             }
 
         } else {
 
             // find the most influencing
 
             var influence, activeInfluenceIndices = [];
             var influences = object.morphTargetInfluences;
             var i, il = influences.length;
 
             for ( i = 0; i < il; i ++ ) {
 
                 influence = influences[ i ];
 
                 if ( influence > 0 ) {
 
                     activeInfluenceIndices.push( [ influence, i ] );
 
                 }
 
             }
 
             if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
 
                 activeInfluenceIndices.sort( numericalSort );
                 activeInfluenceIndices.length = material.numSupportedMorphTargets;
 
             } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
 
                 activeInfluenceIndices.sort( numericalSort );
 
             } else if ( activeInfluenceIndices.length === 0 ) {
 
                 activeInfluenceIndices.push( [ 0, 0 ] );
 
             };
 
             var influenceIndex, m = 0;
 
             while ( m < material.numSupportedMorphTargets ) {
 
                 if ( activeInfluenceIndices[ m ] ) {
 
                     influenceIndex = activeInfluenceIndices[ m ][ 1 ];
 
                     if ( attributes[ "morphTarget" + m ] >= 0 ) {
 
                         _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
                         enableAttribute( attributes[ "morphTarget" + m ] );
                         _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
 
                     }
 
                     if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
 
                         _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
                         enableAttribute( attributes[ "morphNormal" + m ] );
                         _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
 
 
                     }
 
                     object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
 
                 } else {
 
                     /*
                     _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
 
                     if ( material.morphNormals ) {
 
                         _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
 
                     }
                     */
 
                     object.__webglMorphTargetInfluences[ m ] = 0;
 
                 }
 
                 m ++;
 
             }
 
         }
 
         // load updated influences uniform
 
         if ( material.program.uniforms.morphTargetInfluences !== null ) {
 
             _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
 
         }
 
     };
 
     // Sorting
 
     function painterSortStable ( a, b ) {
 
         if ( a.z !== b.z ) {
 
             return b.z - a.z;
 
         } else {
 
             return a.id - b.id;
 
         }
 
     };
 
     function numericalSort ( a, b ) {
 
         return b[ 0 ] - a[ 0 ];
 
     };
 
 
     // Rendering
 
     this.render = function ( scene, camera, renderTarget, forceClear ) {
 
         if ( camera instanceof THREE.Camera === false ) {
 
             console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
             return;
 
         }
 
         var i, il,
 
         webglObject, object,
         renderList,
 
         lights = scene.__lights,
         fog = scene.fog;
 
         // reset caching for this frame
 
         _currentMaterialId = -1;
         _lightsNeedUpdate = true;
 
         // update scene graph
 
         if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
 
         // update camera matrices and frustum
 
         if ( camera.parent === undefined ) camera.updateMatrixWorld();
 
         camera.matrixWorldInverse.getInverse( camera.matrixWorld );
 
         _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
         _frustum.setFromMatrix( _projScreenMatrix );
 
         // update WebGL objects
 
         if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
 
         // custom render plugins (pre pass)
 
         renderPlugins( this.renderPluginsPre, scene, camera );
 
         //
 
         _this.info.render.calls = 0;
         _this.info.render.vertices = 0;
         _this.info.render.faces = 0;
         _this.info.render.points = 0;
 
         this.setRenderTarget( renderTarget );
 
         if ( this.autoClear || forceClear ) {
 
             this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
 
         }
 
         // set matrices for regular objects (frustum culled)
 
         renderList = scene.__webglObjects;
 
         for ( i = 0, il = renderList.length; i < il; i ++ ) {
 
             webglObject = renderList[ i ];
             object = webglObject.object;
 
             webglObject.id = i;
             webglObject.render = false;
 
             if ( object.visible ) {
 
                 if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
 
                     setupMatrices( object, camera );
 
                     unrollBufferMaterial( webglObject );
 
                     webglObject.render = true;
 
                     if ( this.sortObjects === true ) {
 
                         if ( object.renderDepth !== null ) {
 
                             webglObject.z = object.renderDepth;
 
                         } else {
 
                             _vector3.getPositionFromMatrix( object.matrixWorld );
                             _vector3.applyProjection( _projScreenMatrix );
 
                             webglObject.z = _vector3.z;
 
                         }
 
                     }
 
                 }
 
             }
 
         }
 
         if ( this.sortObjects ) {
 
             renderList.sort( painterSortStable );
 
         }
 
         // set matrices for immediate objects
 
         renderList = scene.__webglObjectsImmediate;
 
         for ( i = 0, il = renderList.length; i < il; i ++ ) {
 
             webglObject = renderList[ i ];
             object = webglObject.object;
 
             if ( object.visible ) {
 
                 setupMatrices( object, camera );
 
                 unrollImmediateBufferMaterial( webglObject );
 
             }
 
         }
 
         if ( scene.overrideMaterial ) {
 
             var material = scene.overrideMaterial;
 
             this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
             this.setDepthTest( material.depthTest );
             this.setDepthWrite( material.depthWrite );
             setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
 
             renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
             renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
 
         } else {
 
             var material = null;
 
             // opaque pass (front-to-back order)
 
             this.setBlending( THREE.NoBlending );
 
             renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
             renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
 
             // transparent pass (back-to-front order)
 
             renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
             renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
 
         }
 
         // custom render plugins (post pass)
 
         renderPlugins( this.renderPluginsPost, scene, camera );
 
 
         // Generate mipmap if we're using any kind of mipmap filtering
 
         if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
 
             updateRenderTargetMipmap( renderTarget );
 
         }
 
         // Ensure depth buffer writing is enabled so it can be cleared on next render
 
         this.setDepthTest( true );
         this.setDepthWrite( true );
 
         // _gl.finish();
 
     };
 
     function renderPlugins( plugins, scene, camera ) {
 
         if ( ! plugins.length ) return;
 
         for ( var i = 0, il = plugins.length; i < il; i ++ ) {
 
             // reset state for plugin (to start from clean slate)
 
             _currentProgram = null;
             _currentCamera = null;
 
             _oldBlending = -1;
             _oldDepthTest = -1;
             _oldDepthWrite = -1;
             _oldDoubleSided = -1;
             _oldFlipSided = -1;
             _currentGeometryGroupHash = -1;
             _currentMaterialId = -1;
 
             _lightsNeedUpdate = true;
 
             plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
 
             // reset state after plugin (anything could have changed)
 
             _currentProgram = null;
             _currentCamera = null;
 
             _oldBlending = -1;
             _oldDepthTest = -1;
             _oldDepthWrite = -1;
             _oldDoubleSided = -1;
             _oldFlipSided = -1;
             _currentGeometryGroupHash = -1;
             _currentMaterialId = -1;
 
             _lightsNeedUpdate = true;
 
         }
 
     };
 
     function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
 
         var webglObject, object, buffer, material, start, end, delta;
 
         if ( reverse ) {
 
             start = renderList.length - 1;
             end = -1;
             delta = -1;
 
         } else {
 
             start = 0;
             end = renderList.length;
             delta = 1;
         }
 
         for ( var i = start; i !== end; i += delta ) {
 
             webglObject = renderList[ i ];
 
             if ( webglObject.render ) {
 
                 object = webglObject.object;
                 buffer = webglObject.buffer;
 
                 if ( overrideMaterial ) {
 
                     material = overrideMaterial;
 
                 } else {
 
                     material = webglObject[ materialType ];
 
                     if ( ! material ) continue;
 
                     if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
 
                     _this.setDepthTest( material.depthTest );
                     _this.setDepthWrite( material.depthWrite );
                     setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
 
                 }
 
                 _this.setMaterialFaces( material );
 
                 if ( buffer instanceof THREE.BufferGeometry ) {
 
                     _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
 
                 } else {
 
                     _this.renderBuffer( camera, lights, fog, material, buffer, object );
 
                 }
 
             }
 
         }
 
     };
 
     function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
 
         var webglObject, object, material, program;
 
         for ( var i = 0, il = renderList.length; i < il; i ++ ) {
 
             webglObject = renderList[ i ];
             object = webglObject.object;
 
             if ( object.visible ) {
 
                 if ( overrideMaterial ) {
 
                     material = overrideMaterial;
 
                 } else {
 
                     material = webglObject[ materialType ];
 
                     if ( ! material ) continue;
 
                     if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
 
                     _this.setDepthTest( material.depthTest );
                     _this.setDepthWrite( material.depthWrite );
                     setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
 
                 }
 
                 _this.renderImmediateObject( camera, lights, fog, material, object );
 
             }
 
         }
 
     };
 
     this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
 
         var program = setProgram( camera, lights, fog, material, object );
 
         _currentGeometryGroupHash = -1;
 
         _this.setMaterialFaces( material );
 
         if ( object.immediateRenderCallback ) {
 
             object.immediateRenderCallback( program, _gl, _frustum );
 
         } else {
 
             object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
 
         }
 
     };
 
     function unrollImmediateBufferMaterial ( globject ) {
 
         var object = globject.object,
             material = object.material;
 
         if ( material.transparent ) {
 
             globject.transparent = material;
             globject.opaque = null;
 
         } else {
 
             globject.opaque = material;
             globject.transparent = null;
 
         }
 
     };
 
     function unrollBufferMaterial ( globject ) {
 
         var object = globject.object,
             buffer = globject.buffer,
             material, materialIndex, meshMaterial;
 
         meshMaterial = object.material;
 
         if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
 
             materialIndex = buffer.materialIndex;
 
             material = meshMaterial.materials[ materialIndex ];
 
             if ( material.transparent ) {
 
                 globject.transparent = material;
                 globject.opaque = null;
 
             } else {
 
                 globject.opaque = material;
                 globject.transparent = null;
 
             }
 
         } else {
 
             material = meshMaterial;
 
             if ( material ) {
 
                 if ( material.transparent ) {
 
                     globject.transparent = material;
                     globject.opaque = null;
 
                 } else {
 
                     globject.opaque = material;
                     globject.transparent = null;
 
                 }
 
             }
 
         }
 
     };
 
     // Geometry splitting
 
     function sortFacesByMaterial ( geometry, material ) {
 
         var f, fl, face, materialIndex, vertices,
             groupHash, hash_map = {};
 
         var numMorphTargets = geometry.morphTargets.length;
         var numMorphNormals = geometry.morphNormals.length;
 
         var usesFaceMaterial = material instanceof THREE.MeshFaceMaterial;
 
         geometry.geometryGroups = {};
 
         for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
 
             face = geometry.faces[ f ];
             materialIndex = usesFaceMaterial ? face.materialIndex : 0;
 
             if ( hash_map[ materialIndex ] === undefined ) {
 
                 hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
 
             }
 
             groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
 
             if ( geometry.geometryGroups[ groupHash ] === undefined ) {
 
                 geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
 
             }
 
             vertices = 3;
 
             if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
 
                 hash_map[ materialIndex ].counter += 1;
                 groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
 
                 if ( geometry.geometryGroups[ groupHash ] === undefined ) {
 
                     geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
 
                 }
 
             }
 
             geometry.geometryGroups[ groupHash ].faces3.push( f );
             geometry.geometryGroups[ groupHash ].vertices += vertices;
 
         }
 
         geometry.geometryGroupsList = [];
 
         for ( var g in geometry.geometryGroups ) {
 
             geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
 
             geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
 
         }
 
     };
 
     // Objects refresh
 
     this.initWebGLObjects = function ( scene ) {
 
         if ( !scene.__webglObjects ) {
 
             scene.__webglObjects = [];
             scene.__webglObjectsImmediate = [];
             scene.__webglSprites = [];
             scene.__webglFlares = [];
 
         }
 
         while ( scene.__objectsAdded.length ) {
 
             addObject( scene.__objectsAdded[ 0 ], scene );
             scene.__objectsAdded.splice( 0, 1 );
 
         }
 
         while ( scene.__objectsRemoved.length ) {
 
             removeObject( scene.__objectsRemoved[ 0 ], scene );
             scene.__objectsRemoved.splice( 0, 1 );
 
         }
 
         // update must be called after objects adding / removal
 
         for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
 
             var object = scene.__webglObjects[ o ].object;
 
             // TODO: Remove this hack (WebGLRenderer refactoring)
 
             if ( object.__webglInit === undefined ) {
 
                 if ( object.__webglActive !== undefined ) {
 
                     removeObject( object, scene );
 
                 }
 
                 addObject( object, scene );
 
             }
 
             updateObject( object );
 
         }
 
     };
 
     // Objects adding
 
     function addObject( object, scene ) {
 
         var g, geometry, material, geometryGroup;
 
         if ( object.__webglInit === undefined ) {
 
             object.__webglInit = true;
 
             object._modelViewMatrix = new THREE.Matrix4();
             object._normalMatrix = new THREE.Matrix3();
 
             if ( object.geometry !== undefined && object.geometry.__webglInit === undefined ) {
 
                 object.geometry.__webglInit = true;
                 object.geometry.addEventListener( 'dispose', onGeometryDispose );
 
             }
 
             geometry = object.geometry;
 
             if ( geometry === undefined ) {
 
                 // fail silently for now
 
             } else if ( geometry instanceof THREE.BufferGeometry ) {
 
                 initDirectBuffers( geometry );
 
             } else if ( object instanceof THREE.Mesh ) {
 
                 material = object.material;
 
                 if ( geometry.geometryGroups === undefined ) {
 
                     sortFacesByMaterial( geometry, material );
 
                 }
 
                 // create separate VBOs per geometry chunk
 
                 for ( g in geometry.geometryGroups ) {
 
                     geometryGroup = geometry.geometryGroups[ g ];
 
                     // initialise VBO on the first access
 
                     if ( ! geometryGroup.__webglVertexBuffer ) {
 
                         createMeshBuffers( geometryGroup );
                         initMeshBuffers( geometryGroup, object );
 
                         geometry.verticesNeedUpdate = true;
                         geometry.morphTargetsNeedUpdate = true;
                         geometry.elementsNeedUpdate = true;
                         geometry.uvsNeedUpdate = true;
                         geometry.normalsNeedUpdate = true;
                         geometry.tangentsNeedUpdate = true;
                         geometry.colorsNeedUpdate = true;
 
                     }
 
                 }
 
             } else if ( object instanceof THREE.Ribbon ) {
 
                 if ( ! geometry.__webglVertexBuffer ) {
 
                     createRibbonBuffers( geometry );
                     initRibbonBuffers( geometry, object );
 
                     geometry.verticesNeedUpdate = true;
                     geometry.colorsNeedUpdate = true;
                     geometry.normalsNeedUpdate = true;
 
                 }
 
             } else if ( object instanceof THREE.Line ) {
 
                 if ( ! geometry.__webglVertexBuffer ) {
 
                     createLineBuffers( geometry );
                     initLineBuffers( geometry, object );
 
                     geometry.verticesNeedUpdate = true;
                     geometry.colorsNeedUpdate = true;
                     geometry.lineDistancesNeedUpdate = true;
 
                 }
 
             } else if ( object instanceof THREE.ParticleSystem ) {
 
                 if ( ! geometry.__webglVertexBuffer ) {
 
                     createParticleBuffers( geometry );
                     initParticleBuffers( geometry, object );
 
                     geometry.verticesNeedUpdate = true;
                     geometry.colorsNeedUpdate = true;
 
                 }
 
             }
 
         }
 
         if ( object.__webglActive === undefined ) {
 
             if ( object instanceof THREE.Mesh ) {
 
                 geometry = object.geometry;
 
                 if ( geometry instanceof THREE.BufferGeometry ) {
 
                     addBuffer( scene.__webglObjects, geometry, object );
 
                 } else if ( geometry instanceof THREE.Geometry ) {
 
                     for ( g in geometry.geometryGroups ) {
 
                         geometryGroup = geometry.geometryGroups[ g ];
 
                         addBuffer( scene.__webglObjects, geometryGroup, object );
 
                     }
 
                 }
 
             } else if ( object instanceof THREE.Ribbon ||
                         object instanceof THREE.Line ||
                         object instanceof THREE.ParticleSystem ) {
 
                 geometry = object.geometry;
                 addBuffer( scene.__webglObjects, geometry, object );
 
             } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
 
                 addBufferImmediate( scene.__webglObjectsImmediate, object );
 
             } else if ( object instanceof THREE.Sprite ) {
 
                 scene.__webglSprites.push( object );
 
             } else if ( object instanceof THREE.LensFlare ) {
 
                 scene.__webglFlares.push( object );
 
             }
 
             object.__webglActive = true;
 
         }
 
     };
 
     function addBuffer( objlist, buffer, object ) {
 
         objlist.push(
             {
                 id: null,
                 buffer: buffer,
                 object: object,
                 opaque: null,
                 transparent: null,
                 z: 0
             }
         );
 
     };
 
     function addBufferImmediate( objlist, object ) {
 
         objlist.push(
             {
                 id: null,
                 object: object,
                 opaque: null,
                 transparent: null,
                 z: 0
             }
         );
 
     };
 
     // Objects updates
 
     function updateObject( object ) {
 
         var geometry = object.geometry,
             geometryGroup, customAttributesDirty, material;
 
         if ( geometry instanceof THREE.BufferGeometry ) {
 
             setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
 
         } else if ( object instanceof THREE.Mesh ) {
 
             // check all geometry groups
 
             for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
 
                 geometryGroup = geometry.geometryGroupsList[ i ];
 
                 material = getBufferMaterial( object, geometryGroup );
 
                 if ( geometry.buffersNeedUpdate ) {
 
                     initMeshBuffers( geometryGroup, object );
 
                 }
 
                 customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
 
                 if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
                      geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
                      geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
 
                     setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
 
                 }
 
             }
 
             geometry.verticesNeedUpdate = false;
             geometry.morphTargetsNeedUpdate = false;
             geometry.elementsNeedUpdate = false;
             geometry.uvsNeedUpdate = false;
             geometry.normalsNeedUpdate = false;
             geometry.colorsNeedUpdate = false;
             geometry.tangentsNeedUpdate = false;
 
             geometry.buffersNeedUpdate = false;
 
             material.attributes && clearCustomAttributes( material );
 
         } else if ( object instanceof THREE.Ribbon ) {
 
             material = getBufferMaterial( object, geometry );
 
             customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
 
             if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {
 
                 setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
 
             }
 
             geometry.verticesNeedUpdate = false;
             geometry.colorsNeedUpdate = false;
             geometry.normalsNeedUpdate = false;
 
             material.attributes && clearCustomAttributes( material );
 
         } else if ( object instanceof THREE.Line ) {
 
             material = getBufferMaterial( object, geometry );
 
             customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
 
             if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
 
                 setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
 
             }
 
             geometry.verticesNeedUpdate = false;
             geometry.colorsNeedUpdate = false;
             geometry.lineDistancesNeedUpdate = false;
 
             material.attributes && clearCustomAttributes( material );
 
 
         } else if ( object instanceof THREE.ParticleSystem ) {
 
             material = getBufferMaterial( object, geometry );
 
             customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
 
             if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
 
                 setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
 
             }
 
             geometry.verticesNeedUpdate = false;
             geometry.colorsNeedUpdate = false;
 
             material.attributes && clearCustomAttributes( material );
 
         }
 
     };
 
     // Objects updates - custom attributes check
 
     function areCustomAttributesDirty( material ) {
 
         for ( var a in material.attributes ) {
 
             if ( material.attributes[ a ].needsUpdate ) return true;
 
         }
 
         return false;
 
     };
 
     function clearCustomAttributes( material ) {
 
         for ( var a in material.attributes ) {
 
             material.attributes[ a ].needsUpdate = false;
 
         }
 
     };
 
     // Objects removal
 
     function removeObject( object, scene ) {
 
         if ( object instanceof THREE.Mesh  ||
              object instanceof THREE.ParticleSystem ||
              object instanceof THREE.Ribbon ||
              object instanceof THREE.Line ) {
 
             removeInstances( scene.__webglObjects, object );
 
         } else if ( object instanceof THREE.Sprite ) {
 
             removeInstancesDirect( scene.__webglSprites, object );
 
         } else if ( object instanceof THREE.LensFlare ) {
 
             removeInstancesDirect( scene.__webglFlares, object );
 
         } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
 
             removeInstances( scene.__webglObjectsImmediate, object );
 
         }
 
         delete object.__webglActive;
 
     };
 
     function removeInstances( objlist, object ) {
 
         for ( var o = objlist.length - 1; o >= 0; o -- ) {
 
             if ( objlist[ o ].object === object ) {
 
                 objlist.splice( o, 1 );
 
             }
 
         }
 
     };
 
     function removeInstancesDirect( objlist, object ) {
 
         for ( var o = objlist.length - 1; o >= 0; o -- ) {
 
             if ( objlist[ o ] === object ) {
 
                 objlist.splice( o, 1 );
 
             }
 
         }
 
     };
 
     // Materials
 
     this.initMaterial = function ( material, lights, fog, object ) {
 
         material.addEventListener( 'dispose', onMaterialDispose );
 
         var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
 
         if ( material instanceof THREE.MeshDepthMaterial ) {
 
             shaderID = 'depth';
 
         } else if ( material instanceof THREE.MeshNormalMaterial ) {
 
             shaderID = 'normal';
 
         } else if ( material instanceof THREE.MeshBasicMaterial ) {
 
             shaderID = 'basic';
 
         } else if ( material instanceof THREE.MeshLambertMaterial ) {
 
             shaderID = 'lambert';
 
         } else if ( material instanceof THREE.MeshPhongMaterial ) {
 
             shaderID = 'phong';
 
         } else if ( material instanceof THREE.LineBasicMaterial ) {
 
             shaderID = 'basic';
 
         } else if ( material instanceof THREE.LineDashedMaterial ) {
 
             shaderID = 'dashed';
 
         } else if ( material instanceof THREE.ParticleBasicMaterial ) {
 
             shaderID = 'particle_basic';
 
         }
 
         if ( shaderID ) {
 
             setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
 
         }
 
         // heuristics to create shader parameters according to lights in the scene
         // (not to blow over maxLights budget)
 
         maxLightCount = allocateLights( lights );
 
         maxShadows = allocateShadows( lights );
 
         maxBones = allocateBones( object );
 
         parameters = {
 
             map: !!material.map,
             envMap: !!material.envMap,
             lightMap: !!material.lightMap,
             bumpMap: !!material.bumpMap,
             normalMap: !!material.normalMap,
             specularMap: !!material.specularMap,
 
             vertexColors: material.vertexColors,
 
             fog: fog,
             useFog: material.fog,
             fogExp: fog instanceof THREE.FogExp2,
 
             sizeAttenuation: material.sizeAttenuation,
 
             skinning: material.skinning,
             maxBones: maxBones,
             useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
             boneTextureWidth: object && object.boneTextureWidth,
             boneTextureHeight: object && object.boneTextureHeight,
 
             morphTargets: material.morphTargets,
             morphNormals: material.morphNormals,
             maxMorphTargets: this.maxMorphTargets,
             maxMorphNormals: this.maxMorphNormals,
 
             maxDirLights: maxLightCount.directional,
             maxPointLights: maxLightCount.point,
             maxSpotLights: maxLightCount.spot,
             maxHemiLights: maxLightCount.hemi,
 
             maxShadows: maxShadows,
             shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
             shadowMapType: this.shadowMapType,
             shadowMapDebug: this.shadowMapDebug,
             shadowMapCascade: this.shadowMapCascade,
 
             alphaTest: material.alphaTest,
             metal: material.metal,
             perPixel: material.perPixel,
             wrapAround: material.wrapAround,
             doubleSided: material.side === THREE.DoubleSide,
             flipSided: material.side === THREE.BackSide
 
         };
 
         material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters, material.index0AttributeName );
 
         var attributes = material.program.attributes;
 
         if ( material.morphTargets ) {
 
             material.numSupportedMorphTargets = 0;
 
             var id, base = "morphTarget";
 
             for ( i = 0; i < this.maxMorphTargets; i ++ ) {
 
                 id = base + i;
 
                 if ( attributes[ id ] >= 0 ) {
 
                     material.numSupportedMorphTargets ++;
 
                 }
 
             }
 
         }
 
         if ( material.morphNormals ) {
 
             material.numSupportedMorphNormals = 0;
 
             var id, base = "morphNormal";
 
             for ( i = 0; i < this.maxMorphNormals; i ++ ) {
 
                 id = base + i;
 
                 if ( attributes[ id ] >= 0 ) {
 
                     material.numSupportedMorphNormals ++;
 
                 }
 
             }
 
         }
 
         material.uniformsList = [];
 
         for ( u in material.uniforms ) {
 
             material.uniformsList.push( [ material.uniforms[ u ], u ] );
 
         }
 
     };
 
     function setMaterialShaders( material, shaders ) {
 
         material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
         material.vertexShader = shaders.vertexShader;
         material.fragmentShader = shaders.fragmentShader;
 
     };
 
     function setProgram( camera, lights, fog, material, object ) {
 
         _usedTextureUnits = 0;
 
         if ( material.needsUpdate ) {
 
             if ( material.program ) deallocateMaterial( material );
 
             _this.initMaterial( material, lights, fog, object );
             material.needsUpdate = false;
 
         }
 
         if ( material.morphTargets ) {
 
             if ( ! object.__webglMorphTargetInfluences ) {
 
                 object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
 
             }
 
         }
 
         var refreshMaterial = false;
 
         var program = material.program,
             p_uniforms = program.uniforms,
             m_uniforms = material.uniforms;
 
         if ( program !== _currentProgram ) {
 
             _gl.useProgram( program );
             _currentProgram = program;
 
             refreshMaterial = true;
 
         }
 
         if ( material.id !== _currentMaterialId ) {
 
             _currentMaterialId = material.id;
             refreshMaterial = true;
 
         }
 
         if ( refreshMaterial || camera !== _currentCamera ) {
 
             _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
 
             if ( camera !== _currentCamera ) _currentCamera = camera;
 
         }
 
         // skinning uniforms must be set even if material didn't change
         // auto-setting of texture unit for bone texture must go before other textures
         // not sure why, but otherwise weird things happen
 
         if ( material.skinning ) {
 
             if ( _supportsBoneTextures && object.useVertexTexture ) {
 
                 if ( p_uniforms.boneTexture !== null ) {
 
                     var textureUnit = getTextureUnit();
 
                     _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
                     _this.setTexture( object.boneTexture, textureUnit );
 
                 }
 
             } else {
 
                 if ( p_uniforms.boneGlobalMatrices !== null ) {
 
                     _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
 
                 }
 
             }
 
         }
 
         if ( refreshMaterial ) {
 
             // refresh uniforms common to several materials
 
             if ( fog && material.fog ) {
 
                 refreshUniformsFog( m_uniforms, fog );
 
             }
 
             if ( material instanceof THREE.MeshPhongMaterial ||
                  material instanceof THREE.MeshLambertMaterial ||
                  material.lights ) {
 
                 if ( _lightsNeedUpdate ) {
 
                     setupLights( program, lights );
                     _lightsNeedUpdate = false;
 
                 }
 
                 refreshUniformsLights( m_uniforms, _lights );
 
             }
 
             if ( material instanceof THREE.MeshBasicMaterial ||
                  material instanceof THREE.MeshLambertMaterial ||
                  material instanceof THREE.MeshPhongMaterial ) {
 
                 refreshUniformsCommon( m_uniforms, material );
 
             }
 
             // refresh single material specific uniforms
 
             if ( material instanceof THREE.LineBasicMaterial ) {
 
                 refreshUniformsLine( m_uniforms, material );
 
             } else if ( material instanceof THREE.LineDashedMaterial ) {
 
                 refreshUniformsLine( m_uniforms, material );
                 refreshUniformsDash( m_uniforms, material );
 
             } else if ( material instanceof THREE.ParticleBasicMaterial ) {
 
                 refreshUniformsParticle( m_uniforms, material );
 
             } else if ( material instanceof THREE.MeshPhongMaterial ) {
 
                 refreshUniformsPhong( m_uniforms, material );
 
             } else if ( material instanceof THREE.MeshLambertMaterial ) {
 
                 refreshUniformsLambert( m_uniforms, material );
 
             } else if ( material instanceof THREE.MeshDepthMaterial ) {
 
                 m_uniforms.mNear.value = camera.near;
                 m_uniforms.mFar.value = camera.far;
                 m_uniforms.opacity.value = material.opacity;
 
             } else if ( material instanceof THREE.MeshNormalMaterial ) {
 
                 m_uniforms.opacity.value = material.opacity;
 
             }
 
             if ( object.receiveShadow && ! material._shadowPass ) {
 
                 refreshUniformsShadow( m_uniforms, lights );
 
             }
 
             // load common uniforms
 
             loadUniformsGeneric( program, material.uniformsList );
 
             // load material specific uniforms
             // (shader material also gets them for the sake of genericity)
 
             if ( material instanceof THREE.ShaderMaterial ||
                  material instanceof THREE.MeshPhongMaterial ||
                  material.envMap ) {
 
                 if ( p_uniforms.cameraPosition !== null ) {
 
                     _vector3.getPositionFromMatrix( camera.matrixWorld );
                     _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
 
                 }
 
             }
 
             if ( material instanceof THREE.MeshPhongMaterial ||
                  material instanceof THREE.MeshLambertMaterial ||
                  material instanceof THREE.ShaderMaterial ||
                  material.skinning ) {
 
                 if ( p_uniforms.viewMatrix !== null ) {
 
                     _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
 
                 }
 
             }
 
         }
 
         loadUniformsMatrices( p_uniforms, object );
 
         if ( p_uniforms.modelMatrix !== null ) {
 
             _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
 
         }
 
         return program;
 
     };
 
     // Uniforms (refresh uniforms objects)
 
     function refreshUniformsCommon ( uniforms, material ) {
 
         uniforms.opacity.value = material.opacity;
 
         if ( _this.gammaInput ) {
 
             uniforms.diffuse.value.copyGammaToLinear( material.color );
 
         } else {
 
             uniforms.diffuse.value = material.color;
 
         }
 
         uniforms.map.value = material.map;
         uniforms.lightMap.value = material.lightMap;
         uniforms.specularMap.value = material.specularMap;
 
         if ( material.bumpMap ) {
 
             uniforms.bumpMap.value = material.bumpMap;
             uniforms.bumpScale.value = material.bumpScale;
 
         }
 
         if ( material.normalMap ) {
 
             uniforms.normalMap.value = material.normalMap;
             uniforms.normalScale.value.copy( material.normalScale );
 
         }
 
         // uv repeat and offset setting priorities
         //	1. color map
         //	2. specular map
         //	3. normal map
         //	4. bump map
 
         var uvScaleMap;
 
         if ( material.map ) {
 
             uvScaleMap = material.map;
 
         } else if ( material.specularMap ) {
 
             uvScaleMap = material.specularMap;
 
         } else if ( material.normalMap ) {
 
             uvScaleMap = material.normalMap;
 
         } else if ( material.bumpMap ) {
 
             uvScaleMap = material.bumpMap;
 
         }
 
         if ( uvScaleMap !== undefined ) {
 
             var offset = uvScaleMap.offset;
             var repeat = uvScaleMap.repeat;
 
             uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
 
         }
 
         uniforms.envMap.value = material.envMap;
         uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
 
         if ( _this.gammaInput ) {
 
             //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
             uniforms.reflectivity.value = material.reflectivity;
 
         } else {
 
             uniforms.reflectivity.value = material.reflectivity;
 
         }
 
         uniforms.refractionRatio.value = material.refractionRatio;
         uniforms.combine.value = material.combine;
         uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
 
     };
 
     function refreshUniformsLine ( uniforms, material ) {
 
         uniforms.diffuse.value = material.color;
         uniforms.opacity.value = material.opacity;
 
     };
 
     function refreshUniformsDash ( uniforms, material ) {
 
         uniforms.dashSize.value = material.dashSize;
         uniforms.totalSize.value = material.dashSize + material.gapSize;
         uniforms.scale.value = material.scale;
 
     };
 
     function refreshUniformsParticle ( uniforms, material ) {
 
         uniforms.psColor.value = material.color;
         uniforms.opacity.value = material.opacity;
         uniforms.size.value = material.size;
         uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
 
         uniforms.map.value = material.map;
 
     };
 
     function refreshUniformsFog ( uniforms, fog ) {
 
         uniforms.fogColor.value = fog.color;
 
         if ( fog instanceof THREE.Fog ) {
 
             uniforms.fogNear.value = fog.near;
             uniforms.fogFar.value = fog.far;
 
         } else if ( fog instanceof THREE.FogExp2 ) {
 
             uniforms.fogDensity.value = fog.density;
 
         }
 
     };
 
     function refreshUniformsPhong ( uniforms, material ) {
 
         uniforms.shininess.value = material.shininess;
 
         if ( _this.gammaInput ) {
 
             uniforms.ambient.value.copyGammaToLinear( material.ambient );
             uniforms.emissive.value.copyGammaToLinear( material.emissive );
             uniforms.specular.value.copyGammaToLinear( material.specular );
 
         } else {
 
             uniforms.ambient.value = material.ambient;
             uniforms.emissive.value = material.emissive;
             uniforms.specular.value = material.specular;
 
         }
 
         if ( material.wrapAround ) {
 
             uniforms.wrapRGB.value.copy( material.wrapRGB );
 
         }
 
     };
 
     function refreshUniformsLambert ( uniforms, material ) {
 
         if ( _this.gammaInput ) {
 
             uniforms.ambient.value.copyGammaToLinear( material.ambient );
             uniforms.emissive.value.copyGammaToLinear( material.emissive );
 
         } else {
 
             uniforms.ambient.value = material.ambient;
             uniforms.emissive.value = material.emissive;
 
         }
 
         if ( material.wrapAround ) {
 
             uniforms.wrapRGB.value.copy( material.wrapRGB );
 
         }
 
     };
 
     function refreshUniformsLights ( uniforms, lights ) {
 
         uniforms.ambientLightColor.value = lights.ambient;
 
         uniforms.directionalLightColor.value = lights.directional.colors;
         uniforms.directionalLightDirection.value = lights.directional.positions;
 
         uniforms.pointLightColor.value = lights.point.colors;
         uniforms.pointLightPosition.value = lights.point.positions;
         uniforms.pointLightDistance.value = lights.point.distances;
 
         uniforms.spotLightColor.value = lights.spot.colors;
         uniforms.spotLightPosition.value = lights.spot.positions;
         uniforms.spotLightDistance.value = lights.spot.distances;
         uniforms.spotLightDirection.value = lights.spot.directions;
         uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
         uniforms.spotLightExponent.value = lights.spot.exponents;
 
         uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
         uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
         uniforms.hemisphereLightDirection.value = lights.hemi.positions;
 
     };
 
     function refreshUniformsShadow ( uniforms, lights ) {
 
         if ( uniforms.shadowMatrix ) {
 
             var j = 0;
 
             for ( var i = 0, il = lights.length; i < il; i ++ ) {
 
                 var light = lights[ i ];
 
                 if ( ! light.castShadow ) continue;
 
                 if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
 
                     uniforms.shadowMap.value[ j ] = light.shadowMap;
                     uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
 
                     uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
 
                     uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
                     uniforms.shadowBias.value[ j ] = light.shadowBias;
 
                     j ++;
 
                 }
 
             }
 
         }
 
     };
 
     // Uniforms (load to GPU)
 
     function loadUniformsMatrices ( uniforms, object ) {
 
         _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
 
         if ( uniforms.normalMatrix ) {
 
             _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
 
         }
 
     };
 
     function getTextureUnit() {
 
         var textureUnit = _usedTextureUnits;
 
         if ( textureUnit >= _maxTextures ) {
 
             console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );
 
         }
 
         _usedTextureUnits += 1;
 
         return textureUnit;
 
     };
 
     function loadUniformsGeneric ( program, uniforms ) {
 
         var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
 
         for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
 
             location = program.uniforms[ uniforms[ j ][ 1 ] ];
             if ( !location ) continue;
 
             uniform = uniforms[ j ][ 0 ];
 
             type = uniform.type;
             value = uniform.value;
 
             if ( type === "i" ) { // single integer
 
                 _gl.uniform1i( location, value );
 
             } else if ( type === "f" ) { // single float
 
                 _gl.uniform1f( location, value );
 
             } else if ( type === "v2" ) { // single THREE.Vector2
 
                 _gl.uniform2f( location, value.x, value.y );
 
             } else if ( type === "v3" ) { // single THREE.Vector3
 
                 _gl.uniform3f( location, value.x, value.y, value.z );
 
             } else if ( type === "v4" ) { // single THREE.Vector4
 
                 _gl.uniform4f( location, value.x, value.y, value.z, value.w );
 
             } else if ( type === "c" ) { // single THREE.Color
 
                 _gl.uniform3f( location, value.r, value.g, value.b );
 
             } else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
 
                 _gl.uniform1iv( location, value );
 
             } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
 
                 _gl.uniform3iv( location, value );
 
             } else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
 
                 _gl.uniform1fv( location, value );
 
             } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
 
                 _gl.uniform3fv( location, value );
 
             } else if ( type === "v2v" ) { // array of THREE.Vector2
 
                 if ( uniform._array === undefined ) {
 
                     uniform._array = new Float32Array( 2 * value.length );
 
                 }
 
                 for ( i = 0, il = value.length; i < il; i ++ ) {
 
                     offset = i * 2;
 
                     uniform._array[ offset ] 	 = value[ i ].x;
                     uniform._array[ offset + 1 ] = value[ i ].y;
 
                 }
 
                 _gl.uniform2fv( location, uniform._array );
 
             } else if ( type === "v3v" ) { // array of THREE.Vector3
 
                 if ( uniform._array === undefined ) {
 
                     uniform._array = new Float32Array( 3 * value.length );
 
                 }
 
                 for ( i = 0, il = value.length; i < il; i ++ ) {
 
                     offset = i * 3;
 
                     uniform._array[ offset ] 	 = value[ i ].x;
                     uniform._array[ offset + 1 ] = value[ i ].y;
                     uniform._array[ offset + 2 ] = value[ i ].z;
 
                 }
 
                 _gl.uniform3fv( location, uniform._array );
 
             } else if ( type === "v4v" ) { // array of THREE.Vector4
 
                 if ( uniform._array === undefined ) {
 
                     uniform._array = new Float32Array( 4 * value.length );
 
                 }
 
                 for ( i = 0, il = value.length; i < il; i ++ ) {
 
                     offset = i * 4;
 
                     uniform._array[ offset ] 	 = value[ i ].x;
                     uniform._array[ offset + 1 ] = value[ i ].y;
                     uniform._array[ offset + 2 ] = value[ i ].z;
                     uniform._array[ offset + 3 ] = value[ i ].w;
 
                 }
 
                 _gl.uniform4fv( location, uniform._array );
 
             } else if ( type === "m4") { // single THREE.Matrix4
 
                 if ( uniform._array === undefined ) {
 
                     uniform._array = new Float32Array( 16 );
 
                 }
 
                 value.flattenToArray( uniform._array );
                 _gl.uniformMatrix4fv( location, false, uniform._array );
 
             } else if ( type === "m4v" ) { // array of THREE.Matrix4
 
                 if ( uniform._array === undefined ) {
 
                     uniform._array = new Float32Array( 16 * value.length );
 
                 }
 
                 for ( i = 0, il = value.length; i < il; i ++ ) {
 
                     value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
 
                 }
 
                 _gl.uniformMatrix4fv( location, false, uniform._array );
 
             } else if ( type === "t" ) { // single THREE.Texture (2d or cube)
 
                 texture = value;
                 textureUnit = getTextureUnit();
 
                 _gl.uniform1i( location, textureUnit );
 
                 if ( !texture ) continue;
 
                 if ( texture.image instanceof Array && texture.image.length === 6 ) {
 
                     setCubeTexture( texture, textureUnit );
 
                 } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
 
                     setCubeTextureDynamic( texture, textureUnit );
 
                 } else {
 
                     _this.setTexture( texture, textureUnit );
 
                 }
 
             } else if ( type === "tv" ) { // array of THREE.Texture (2d)
 
                 if ( uniform._array === undefined ) {
 
                     uniform._array = [];
 
                 }
 
                 for( i = 0, il = uniform.value.length; i < il; i ++ ) {
 
                     uniform._array[ i ] = getTextureUnit();
 
                 }
 
                 _gl.uniform1iv( location, uniform._array );
 
                 for( i = 0, il = uniform.value.length; i < il; i ++ ) {
 
                     texture = uniform.value[ i ];
                     textureUnit = uniform._array[ i ];
 
                     if ( !texture ) continue;
 
                     _this.setTexture( texture, textureUnit );
 
                 }
 
             } else {
 
                 console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
 
             }
 
         }
 
     };
 
     function setupMatrices ( object, camera ) {
 
         object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
         object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
 
     };
 
     //
 
     function setColorGamma( array, offset, color, intensitySq ) {
 
         array[ offset ]     = color.r * color.r * intensitySq;
         array[ offset + 1 ] = color.g * color.g * intensitySq;
         array[ offset + 2 ] = color.b * color.b * intensitySq;
 
     };
 
     function setColorLinear( array, offset, color, intensity ) {
 
         array[ offset ]     = color.r * intensity;
         array[ offset + 1 ] = color.g * intensity;
         array[ offset + 2 ] = color.b * intensity;
 
     };
 
     function setupLights ( program, lights ) {
 
         var l, ll, light, n,
         r = 0, g = 0, b = 0,
         color, skyColor, groundColor,
         intensity,  intensitySq,
         position,
         distance,
 
         zlights = _lights,
 
         dirColors = zlights.directional.colors,
         dirPositions = zlights.directional.positions,
 
         pointColors = zlights.point.colors,
         pointPositions = zlights.point.positions,
         pointDistances = zlights.point.distances,
 
         spotColors = zlights.spot.colors,
         spotPositions = zlights.spot.positions,
         spotDistances = zlights.spot.distances,
         spotDirections = zlights.spot.directions,
         spotAnglesCos = zlights.spot.anglesCos,
         spotExponents = zlights.spot.exponents,
 
         hemiSkyColors = zlights.hemi.skyColors,
         hemiGroundColors = zlights.hemi.groundColors,
         hemiPositions = zlights.hemi.positions,
 
         dirLength = 0,
         pointLength = 0,
         spotLength = 0,
         hemiLength = 0,
 
         dirCount = 0,
         pointCount = 0,
         spotCount = 0,
         hemiCount = 0,
 
         dirOffset = 0,
         pointOffset = 0,
         spotOffset = 0,
         hemiOffset = 0;
 
         for ( l = 0, ll = lights.length; l < ll; l ++ ) {
 
             light = lights[ l ];
 
             if ( light.onlyShadow ) continue;
 
             color = light.color;
             intensity = light.intensity;
             distance = light.distance;
 
             if ( light instanceof THREE.AmbientLight ) {
 
                 if ( ! light.visible ) continue;
 
                 if ( _this.gammaInput ) {
 
                     r += color.r * color.r;
                     g += color.g * color.g;
                     b += color.b * color.b;
 
                 } else {
 
                     r += color.r;
                     g += color.g;
                     b += color.b;
 
                 }
 
             } else if ( light instanceof THREE.DirectionalLight ) {
 
                 dirCount += 1;
 
                 if ( ! light.visible ) continue;
 
                 _direction.getPositionFromMatrix( light.matrixWorld );
                 _vector3.getPositionFromMatrix( light.target.matrixWorld );
                 _direction.sub( _vector3 );
                 _direction.normalize();
 
                 // skip lights with undefined direction
                 // these create troubles in OpenGL (making pixel black)
 
                 if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
 
                 dirOffset = dirLength * 3;
 
                 dirPositions[ dirOffset ]     = _direction.x;
                 dirPositions[ dirOffset + 1 ] = _direction.y;
                 dirPositions[ dirOffset + 2 ] = _direction.z;
 
                 if ( _this.gammaInput ) {
 
                     setColorGamma( dirColors, dirOffset, color, intensity * intensity );
 
                 } else {
 
                     setColorLinear( dirColors, dirOffset, color, intensity );
 
                 }
 
                 dirLength += 1;
 
             } else if ( light instanceof THREE.PointLight ) {
 
                 pointCount += 1;
 
                 if ( ! light.visible ) continue;
 
                 pointOffset = pointLength * 3;
 
                 if ( _this.gammaInput ) {
 
                     setColorGamma( pointColors, pointOffset, color, intensity * intensity );
 
                 } else {
 
                     setColorLinear( pointColors, pointOffset, color, intensity );
 
                 }
 
                 _vector3.getPositionFromMatrix( light.matrixWorld );
 
                 pointPositions[ pointOffset ]     = _vector3.x;
                 pointPositions[ pointOffset + 1 ] = _vector3.y;
                 pointPositions[ pointOffset + 2 ] = _vector3.z;
 
                 pointDistances[ pointLength ] = distance;
 
                 pointLength += 1;
 
             } else if ( light instanceof THREE.SpotLight ) {
 
                 spotCount += 1;
 
                 if ( ! light.visible ) continue;
 
                 spotOffset = spotLength * 3;
 
                 if ( _this.gammaInput ) {
 
                     setColorGamma( spotColors, spotOffset, color, intensity * intensity );
 
                 } else {
 
                     setColorLinear( spotColors, spotOffset, color, intensity );
 
                 }
 
                 _vector3.getPositionFromMatrix( light.matrixWorld );
 
                 spotPositions[ spotOffset ]     = _vector3.x;
                 spotPositions[ spotOffset + 1 ] = _vector3.y;
                 spotPositions[ spotOffset + 2 ] = _vector3.z;
 
                 spotDistances[ spotLength ] = distance;
 
                 _direction.copy( _vector3 );
                 _vector3.getPositionFromMatrix( light.target.matrixWorld );
                 _direction.sub( _vector3 );
                 _direction.normalize();
 
                 spotDirections[ spotOffset ]     = _direction.x;
                 spotDirections[ spotOffset + 1 ] = _direction.y;
                 spotDirections[ spotOffset + 2 ] = _direction.z;
 
                 spotAnglesCos[ spotLength ] = Math.cos( light.angle );
                 spotExponents[ spotLength ] = light.exponent;
 
                 spotLength += 1;
 
             } else if ( light instanceof THREE.HemisphereLight ) {
 
                 hemiCount += 1;
 
                 if ( ! light.visible ) continue;
 
                 _direction.getPositionFromMatrix( light.matrixWorld );
                 _direction.normalize();
 
                 // skip lights with undefined direction
                 // these create troubles in OpenGL (making pixel black)
 
                 if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
 
                 hemiOffset = hemiLength * 3;
 
                 hemiPositions[ hemiOffset ]     = _direction.x;
                 hemiPositions[ hemiOffset + 1 ] = _direction.y;
                 hemiPositions[ hemiOffset + 2 ] = _direction.z;
 
                 skyColor = light.color;
                 groundColor = light.groundColor;
 
                 if ( _this.gammaInput ) {
 
                     intensitySq = intensity * intensity;
 
                     setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
                     setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
 
                 } else {
 
                     setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
                     setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
 
                 }
 
                 hemiLength += 1;
 
             }
 
         }
 
         // null eventual remains from removed lights
         // (this is to avoid if in shader)
 
         for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
         for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
         for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
         for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
         for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
 
         zlights.directional.length = dirLength;
         zlights.point.length = pointLength;
         zlights.spot.length = spotLength;
         zlights.hemi.length = hemiLength;
 
         zlights.ambient[ 0 ] = r;
         zlights.ambient[ 1 ] = g;
         zlights.ambient[ 2 ] = b;
 
     };
 
     // GL state setting
 
     this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
 
         if ( cullFace === THREE.CullFaceNone ) {
 
             _gl.disable( _gl.CULL_FACE );
 
         } else {
 
             if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
 
                 _gl.frontFace( _gl.CW );
 
             } else {
 
                 _gl.frontFace( _gl.CCW );
 
             }
 
             if ( cullFace === THREE.CullFaceBack ) {
 
                 _gl.cullFace( _gl.BACK );
 
             } else if ( cullFace === THREE.CullFaceFront ) {
 
                 _gl.cullFace( _gl.FRONT );
 
             } else {
 
                 _gl.cullFace( _gl.FRONT_AND_BACK );
 
             }
 
             _gl.enable( _gl.CULL_FACE );
 
         }
 
     };
 
     this.setMaterialFaces = function ( material ) {
 
         var doubleSided = material.side === THREE.DoubleSide;
         var flipSided = material.side === THREE.BackSide;
 
         if ( _oldDoubleSided !== doubleSided ) {
 
             if ( doubleSided ) {
 
                 _gl.disable( _gl.CULL_FACE );
 
             } else {
 
                 _gl.enable( _gl.CULL_FACE );
 
             }
 
             _oldDoubleSided = doubleSided;
 
         }
 
         if ( _oldFlipSided !== flipSided ) {
 
             if ( flipSided ) {
 
                 _gl.frontFace( _gl.CW );
 
             } else {
 
                 _gl.frontFace( _gl.CCW );
 
             }
 
             _oldFlipSided = flipSided;
 
         }
 
     };
 
     this.setDepthTest = function ( depthTest ) {
 
         if ( _oldDepthTest !== depthTest ) {
 
             if ( depthTest ) {
 
                 _gl.enable( _gl.DEPTH_TEST );
 
             } else {
 
                 _gl.disable( _gl.DEPTH_TEST );
 
             }
 
             _oldDepthTest = depthTest;
 
         }
 
     };
 
     this.setDepthWrite = function ( depthWrite ) {
 
         if ( _oldDepthWrite !== depthWrite ) {
 
             _gl.depthMask( depthWrite );
             _oldDepthWrite = depthWrite;
 
         }
 
     };
 
     function setLineWidth ( width ) {
 
         if ( width !== _oldLineWidth ) {
 
             _gl.lineWidth( width );
 
             _oldLineWidth = width;
 
         }
 
     };
 
     function setPolygonOffset ( polygonoffset, factor, units ) {
 
         if ( _oldPolygonOffset !== polygonoffset ) {
 
             if ( polygonoffset ) {
 
                 _gl.enable( _gl.POLYGON_OFFSET_FILL );
 
             } else {
 
                 _gl.disable( _gl.POLYGON_OFFSET_FILL );
 
             }
 
             _oldPolygonOffset = polygonoffset;
 
         }
 
         if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
 
             _gl.polygonOffset( factor, units );
 
             _oldPolygonOffsetFactor = factor;
             _oldPolygonOffsetUnits = units;
 
         }
 
     };
 
     this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
 
         if ( blending !== _oldBlending ) {
 
             if ( blending === THREE.NoBlending ) {
 
                 _gl.disable( _gl.BLEND );
 
             } else if ( blending === THREE.AdditiveBlending ) {
 
                 _gl.enable( _gl.BLEND );
                 _gl.blendEquation( _gl.FUNC_ADD );
                 _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
 
             } else if ( blending === THREE.SubtractiveBlending ) {
 
                 // TODO: Find blendFuncSeparate() combination
                 _gl.enable( _gl.BLEND );
                 _gl.blendEquation( _gl.FUNC_ADD );
                 _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
 
             } else if ( blending === THREE.MultiplyBlending ) {
 
                 // TODO: Find blendFuncSeparate() combination
                 _gl.enable( _gl.BLEND );
                 _gl.blendEquation( _gl.FUNC_ADD );
                 _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
 
             } else if ( blending === THREE.CustomBlending ) {
 
                 _gl.enable( _gl.BLEND );
 
             } else {
 
                 _gl.enable( _gl.BLEND );
                 _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
                 _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
 
             }
 
             _oldBlending = blending;
 
         }
 
         if ( blending === THREE.CustomBlending ) {
 
             if ( blendEquation !== _oldBlendEquation ) {
 
                 _gl.blendEquation( paramThreeToGL( blendEquation ) );
 
                 _oldBlendEquation = blendEquation;
 
             }
 
             if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
 
                 _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
 
                 _oldBlendSrc = blendSrc;
                 _oldBlendDst = blendDst;
 
             }
 
         } else {
 
             _oldBlendEquation = null;
             _oldBlendSrc = null;
             _oldBlendDst = null;
 
         }
 
     };
 
     // Defines
 
     function generateDefines ( defines ) {
 
         var value, chunk, chunks = [];
 
         for ( var d in defines ) {
 
             value = defines[ d ];
             if ( value === false ) continue;
 
             chunk = "#define " + d + " " + value;
             chunks.push( chunk );
 
         }
 
         return chunks.join( "\n" );
 
     };
 
     // Shaders
 
     function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters, index0AttributeName ) {
 
         var p, pl, d, program, code;
         var chunks = [];
 
         // Generate code
 
         if ( shaderID ) {
 
             chunks.push( shaderID );
 
         } else {
 
             chunks.push( fragmentShader );
             chunks.push( vertexShader );
 
         }
 
         for ( d in defines ) {
 
             chunks.push( d );
             chunks.push( defines[ d ] );
 
         }
 
         for ( p in parameters ) {
 
             chunks.push( p );
             chunks.push( parameters[ p ] );
 
         }
 
         code = chunks.join();
 
         // Check if code has been already compiled
 
         for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
 
             var programInfo = _programs[ p ];
 
             if ( programInfo.code === code ) {
 
                 // console.log( "Code already compiled." /*: \n\n" + code*/ );
 
                 programInfo.usedTimes ++;
 
                 return programInfo.program;
 
             }
 
         }
 
         var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
 
         if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
 
             shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
 
         } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
 
             shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
 
         }
 
         // console.log( "building new program " );
 
         //
 
         var customDefines = generateDefines( defines );
 
         //
 
         program = _gl.createProgram();
 
         var prefix_vertex = [
 
             "precision " + _precision + " float;",
             "precision " + _precision + " int;",
 
             customDefines,
 
             _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
 
             _this.gammaInput ? "#define GAMMA_INPUT" : "",
             _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
             _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
 
             "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
             "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
             "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
             "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
 
             "#define MAX_SHADOWS " + parameters.maxShadows,
 
             "#define MAX_BONES " + parameters.maxBones,
 
             parameters.map ? "#define USE_MAP" : "",
             parameters.envMap ? "#define USE_ENVMAP" : "",
             parameters.lightMap ? "#define USE_LIGHTMAP" : "",
             parameters.bumpMap ? "#define USE_BUMPMAP" : "",
             parameters.normalMap ? "#define USE_NORMALMAP" : "",
             parameters.specularMap ? "#define USE_SPECULARMAP" : "",
             parameters.vertexColors ? "#define USE_COLOR" : "",
 
             parameters.skinning ? "#define USE_SKINNING" : "",
             parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
             parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
             parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",
 
             parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
             parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
             parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
             parameters.wrapAround ? "#define WRAP_AROUND" : "",
             parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
             parameters.flipSided ? "#define FLIP_SIDED" : "",
 
             parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
             parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
             parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
             parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
 
             parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
 
             "uniform mat4 modelMatrix;",
             "uniform mat4 modelViewMatrix;",
             "uniform mat4 projectionMatrix;",
             "uniform mat4 viewMatrix;",
             "uniform mat3 normalMatrix;",
             "uniform vec3 cameraPosition;",
 
             "attribute vec3 position;",
             "attribute vec3 normal;",
             "attribute vec2 uv;",
             "attribute vec2 uv2;",
 
             "#ifdef USE_COLOR",
 
                 "attribute vec3 color;",
 
             "#endif",
 
             "#ifdef USE_MORPHTARGETS",
 
                 "attribute vec3 morphTarget0;",
                 "attribute vec3 morphTarget1;",
                 "attribute vec3 morphTarget2;",
                 "attribute vec3 morphTarget3;",
 
                 "#ifdef USE_MORPHNORMALS",
 
                     "attribute vec3 morphNormal0;",
                     "attribute vec3 morphNormal1;",
                     "attribute vec3 morphNormal2;",
                     "attribute vec3 morphNormal3;",
 
                 "#else",
 
                     "attribute vec3 morphTarget4;",
                     "attribute vec3 morphTarget5;",
                     "attribute vec3 morphTarget6;",
                     "attribute vec3 morphTarget7;",
 
                 "#endif",
 
             "#endif",
 
             "#ifdef USE_SKINNING",
 
                 "attribute vec4 skinIndex;",
                 "attribute vec4 skinWeight;",
 
             "#endif",
 
             ""
 
         ].join("\n");
 
         var prefix_fragment = [
 
             "precision " + _precision + " float;",
             "precision " + _precision + " int;",
 
             ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
 
             customDefines,
 
             "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
             "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
             "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
             "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
 
             "#define MAX_SHADOWS " + parameters.maxShadows,
 
             parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
 
             _this.gammaInput ? "#define GAMMA_INPUT" : "",
             _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
             _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
 
             ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
             ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
 
             parameters.map ? "#define USE_MAP" : "",
             parameters.envMap ? "#define USE_ENVMAP" : "",
             parameters.lightMap ? "#define USE_LIGHTMAP" : "",
             parameters.bumpMap ? "#define USE_BUMPMAP" : "",
             parameters.normalMap ? "#define USE_NORMALMAP" : "",
             parameters.specularMap ? "#define USE_SPECULARMAP" : "",
             parameters.vertexColors ? "#define USE_COLOR" : "",
 
             parameters.metal ? "#define METAL" : "",
             parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
             parameters.wrapAround ? "#define WRAP_AROUND" : "",
             parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
             parameters.flipSided ? "#define FLIP_SIDED" : "",
 
             parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
             parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
             parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
             parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
 
             "uniform mat4 viewMatrix;",
             "uniform vec3 cameraPosition;",
             ""
 
         ].join("\n");
 
         var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );
         var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
 
         _gl.attachShader( program, glVertexShader );
         _gl.attachShader( program, glFragmentShader );
 
         //Force a particular attribute to index 0.
         // because potentially expensive emulation is done by browser if attribute 0 is disabled.
         //And, color, for example is often automatically bound to index 0 so disabling it
         if ( index0AttributeName ) {
             _gl.bindAttribLocation( program, 0, index0AttributeName );
         }
 
         _gl.linkProgram( program );
 
         if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
 
             console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
             console.error( "Program Info Log: " + _gl.getProgramInfoLog( program ) );
         }
 
         // clean up
 
         _gl.deleteShader( glFragmentShader );
         _gl.deleteShader( glVertexShader );
 
         // console.log( prefix_fragment + fragmentShader );
         // console.log( prefix_vertex + vertexShader );
 
         program.uniforms = {};
         program.attributes = {};
 
         var identifiers, u, a, i;
 
         // cache uniform locations
 
         identifiers = [
 
             'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
             'morphTargetInfluences'
 
         ];
 
         if ( parameters.useVertexTexture ) {
 
             identifiers.push( 'boneTexture' );
 
         } else {
 
             identifiers.push( 'boneGlobalMatrices' );
 
         }
 
         for ( u in uniforms ) {
 
             identifiers.push( u );
 
         }
 
         cacheUniformLocations( program, identifiers );
 
         // cache attributes locations
 
         identifiers = [
 
             "position", "normal", "uv", "uv2", "tangent", "color",
             "skinIndex", "skinWeight", "lineDistance"
 
         ];
 
         for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
 
             identifiers.push( "morphTarget" + i );
 
         }
 
         for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
 
             identifiers.push( "morphNormal" + i );
 
         }
 
         for ( a in attributes ) {
 
             identifiers.push( a );
 
         }
 
         cacheAttributeLocations( program, identifiers );
 
         program.id = _programs_counter ++;
 
         _programs.push( { program: program, code: code, usedTimes: 1 } );
 
         _this.info.memory.programs = _programs.length;
 
         return program;
 
     };
 
     // Shader parameters cache
 
     function cacheUniformLocations ( program, identifiers ) {
 
         var i, l, id;
 
         for( i = 0, l = identifiers.length; i < l; i ++ ) {
 
             id = identifiers[ i ];
             program.uniforms[ id ] = _gl.getUniformLocation( program, id );
 
         }
 
     };
 
     function cacheAttributeLocations ( program, identifiers ) {
 
         var i, l, id;
 
         for( i = 0, l = identifiers.length; i < l; i ++ ) {
 
             id = identifiers[ i ];
             program.attributes[ id ] = _gl.getAttribLocation( program, id );
 
         }
 
     };
 
     function addLineNumbers ( string ) {
 
         var chunks = string.split( "\n" );
 
         for ( var i = 0, il = chunks.length; i < il; i ++ ) {
 
             // Chrome reports shader errors on lines
             // starting counting from 1
 
             chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];
 
         }
 
         return chunks.join( "\n" );
 
     };
 
     function getShader ( type, string ) {
 
         var shader;
 
         if ( type === "fragment" ) {
 
             shader = _gl.createShader( _gl.FRAGMENT_SHADER );
 
         } else if ( type === "vertex" ) {
 
             shader = _gl.createShader( _gl.VERTEX_SHADER );
 
         }
 
         _gl.shaderSource( shader, string );
         _gl.compileShader( shader );
 
         if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
 
             console.error( _gl.getShaderInfoLog( shader ) );
             console.error( addLineNumbers( string ) );
             return null;
 
         }
 
         return shader;
 
     };
 
     // Textures
 
 
     function isPowerOfTwo ( value ) {
 
         return ( value & ( value - 1 ) ) === 0;
 
     };
 
     function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
 
         if ( isImagePowerOfTwo ) {
 
             _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
             _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
 
             _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
             _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
 
         } else {
 
             _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
             _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
 
             _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
             _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
 
         }
 
         if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
 
             if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
 
                 _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
                 texture.__oldAnisotropy = texture.anisotropy;
 
             }
 
         }
 
     };
 
     this.setTexture = function ( texture, slot ) {
 
         if ( texture.needsUpdate ) {
 
             if ( ! texture.__webglInit ) {
 
                 texture.__webglInit = true;
 
                 texture.addEventListener( 'dispose', onTextureDispose );
 
                 texture.__webglTexture = _gl.createTexture();
 
                 _this.info.memory.textures ++;
 
             }
 
             _gl.activeTexture( _gl.TEXTURE0 + slot );
             _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
 
             _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
             _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
             _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
 
             var image = texture.image,
             isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
             glFormat = paramThreeToGL( texture.format ),
             glType = paramThreeToGL( texture.type );
 
             setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
 
             var mipmap, mipmaps = texture.mipmaps;
 
             if ( texture instanceof THREE.DataTexture ) {
 
                 // use manually created mipmaps if available
                 // if there are no manual mipmaps
                 // set 0 level mipmap and then use GL to generate other mipmap levels
 
                 if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
 
                     for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
 
                         mipmap = mipmaps[ i ];
                         _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
 
                     }
 
                     texture.generateMipmaps = false;
 
                 } else {
 
                     _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
 
                 }
 
             } else if ( texture instanceof THREE.CompressedTexture ) {
 
                 // compressed textures can only use manually created mipmaps
                 // WebGL can't generate mipmaps for DDS textures
 
                 for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
 
                     mipmap = mipmaps[ i ];
                     _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
 
                 }
 
             } else { // regular Texture (image, video, canvas)
 
                 // use manually created mipmaps if available
                 // if there are no manual mipmaps
                 // set 0 level mipmap and then use GL to generate other mipmap levels
 
                 if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
 
                     for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
 
                         mipmap = mipmaps[ i ];
                         _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
 
                     }
 
                     texture.generateMipmaps = false;
 
                 } else {
 
                     _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
 
                 }
 
             }
 
             if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
 
             texture.needsUpdate = false;
 
             if ( texture.onUpdate ) texture.onUpdate();
 
         } else {
 
             _gl.activeTexture( _gl.TEXTURE0 + slot );
             _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
 
         }
 
     };
 
     function clampToMaxSize ( image, maxSize ) {
 
         if ( image.width <= maxSize && image.height <= maxSize ) {
 
             return image;
 
         }
 
         // Warning: Scaling through the canvas will only work with images that use
         // premultiplied alpha.
 
         var maxDimension = Math.max( image.width, image.height );
         var newWidth = Math.floor( image.width * maxSize / maxDimension );
         var newHeight = Math.floor( image.height * maxSize / maxDimension );
 
         var canvas = document.createElement( 'canvas' );
         canvas.width = newWidth;
         canvas.height = newHeight;
 
         var ctx = canvas.getContext( "2d" );
         ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
 
         return canvas;
 
     }
 
     function setCubeTexture ( texture, slot ) {
 
         if ( texture.image.length === 6 ) {
 
             if ( texture.needsUpdate ) {
 
                 if ( ! texture.image.__webglTextureCube ) {
 
                     texture.addEventListener( 'dispose', onTextureDispose );
 
                     texture.image.__webglTextureCube = _gl.createTexture();
 
                     _this.info.memory.textures ++;
 
                 }
 
                 _gl.activeTexture( _gl.TEXTURE0 + slot );
                 _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
 
                 _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
 
                 var isCompressed = texture instanceof THREE.CompressedTexture;
 
                 var cubeImage = [];
 
                 for ( var i = 0; i < 6; i ++ ) {
 
                     if ( _this.autoScaleCubemaps && ! isCompressed ) {
 
                         cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
 
                     } else {
 
                         cubeImage[ i ] = texture.image[ i ];
 
                     }
 
                 }
 
                 var image = cubeImage[ 0 ],
                 isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
                 glFormat = paramThreeToGL( texture.format ),
                 glType = paramThreeToGL( texture.type );
 
                 setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
 
                 for ( var i = 0; i < 6; i ++ ) {
 
                     if ( isCompressed ) {
 
                         var mipmap, mipmaps = cubeImage[ i ].mipmaps;
 
                         for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
 
                             mipmap = mipmaps[ j ];
                             _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
 
                         }
 
                     } else {
 
                         _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
 
                     }
 
                 }
 
                 if ( texture.generateMipmaps && isImagePowerOfTwo ) {
 
                     _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
 
                 }
 
                 texture.needsUpdate = false;
 
                 if ( texture.onUpdate ) texture.onUpdate();
 
             } else {
 
                 _gl.activeTexture( _gl.TEXTURE0 + slot );
                 _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
 
             }
 
         }
 
     };
 
     function setCubeTextureDynamic ( texture, slot ) {
 
         _gl.activeTexture( _gl.TEXTURE0 + slot );
         _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
 
     };
 
     // Render targets
 
     function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
 
         _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
         _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
 
     };
 
     function setupRenderBuffer ( renderbuffer, renderTarget  ) {
 
         _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
 
         if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
 
             _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
             _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
 
         /* For some reason this is not working. Defaulting to RGBA4.
         } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
 
             _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
             _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
         */
         } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
 
             _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
             _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
 
         } else {
 
             _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
 
         }
 
     };
 
     this.setRenderTarget = function ( renderTarget ) {
 
         var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
 
         if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
 
             if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
             if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
 
             renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
 
             renderTarget.__webglTexture = _gl.createTexture();
 
             _this.info.memory.textures ++;
 
             // Setup texture, create render and frame buffers
 
             var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
                 glFormat = paramThreeToGL( renderTarget.format ),
                 glType = paramThreeToGL( renderTarget.type );
 
             if ( isCube ) {
 
                 renderTarget.__webglFramebuffer = [];
                 renderTarget.__webglRenderbuffer = [];
 
                 _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
                 setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
 
                 for ( var i = 0; i < 6; i ++ ) {
 
                     renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
                     renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
 
                     _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
 
                     setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
                     setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
 
                 }
 
                 if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
 
             } else {
 
                 renderTarget.__webglFramebuffer = _gl.createFramebuffer();
 
                 if ( renderTarget.shareDepthFrom ) {
 
                     renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
 
                 } else {
 
                     renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
 
                 }
 
                 _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
                 setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
 
                 _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
 
                 setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
 
                 if ( renderTarget.shareDepthFrom ) {
 
                     if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
 
                         _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
 
                     } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
 
                         _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
 
                     }
 
                 } else {
 
                     setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
 
                 }
 
                 if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
 
             }
 
             // Release everything
 
             if ( isCube ) {
 
                 _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
 
             } else {
 
                 _gl.bindTexture( _gl.TEXTURE_2D, null );
 
             }
 
             _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
             _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
 
         }
 
         var framebuffer, width, height, vx, vy;
 
         if ( renderTarget ) {
 
             if ( isCube ) {
 
                 framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
 
             } else {
 
                 framebuffer = renderTarget.__webglFramebuffer;
 
             }
 
             width = renderTarget.width;
             height = renderTarget.height;
 
             vx = 0;
             vy = 0;
 
         } else {
 
             framebuffer = null;
 
             width = _viewportWidth;
             height = _viewportHeight;
 
             vx = _viewportX;
             vy = _viewportY;
 
         }
 
         if ( framebuffer !== _currentFramebuffer ) {
 
             _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
             _gl.viewport( vx, vy, width, height );
 
             _currentFramebuffer = framebuffer;
 
         }
 
         _currentWidth = width;
         _currentHeight = height;
 
     };
 
     function updateRenderTargetMipmap ( renderTarget ) {
 
         if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
 
             _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
             _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
             _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
 
         } else {
 
             _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
             _gl.generateMipmap( _gl.TEXTURE_2D );
             _gl.bindTexture( _gl.TEXTURE_2D, null );
 
         }
 
     };
 
     // Fallback filters for non-power-of-2 textures
 
     function filterFallback ( f ) {
 
         if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
 
             return _gl.NEAREST;
 
         }
 
         return _gl.LINEAR;
 
     };
 
     // Map three.js constants to WebGL constants
 
     function paramThreeToGL ( p ) {
 
         if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
         if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
         if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
 
         if ( p === THREE.NearestFilter ) return _gl.NEAREST;
         if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
         if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
 
         if ( p === THREE.LinearFilter ) return _gl.LINEAR;
         if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
         if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
 
         if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
         if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
         if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
         if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
 
         if ( p === THREE.ByteType ) return _gl.BYTE;
         if ( p === THREE.ShortType ) return _gl.SHORT;
         if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
         if ( p === THREE.IntType ) return _gl.INT;
         if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
         if ( p === THREE.FloatType ) return _gl.FLOAT;
 
         if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
         if ( p === THREE.RGBFormat ) return _gl.RGB;
         if ( p === THREE.RGBAFormat ) return _gl.RGBA;
         if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
         if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
 
         if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
         if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
         if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
 
         if ( p === THREE.ZeroFactor ) return _gl.ZERO;
         if ( p === THREE.OneFactor ) return _gl.ONE;
         if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
         if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
         if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
         if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
         if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
         if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
 
         if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
         if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
         if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
 
         if ( _glExtensionCompressedTextureS3TC !== undefined ) {
 
             if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
             if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
             if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
             if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
 
         }
 
         return 0;
 
     };
 
     // Allocations
 
     function allocateBones ( object ) {
 
         if ( _supportsBoneTextures && object && object.useVertexTexture ) {
 
             return 1024;
 
         } else {
 
             // default for when object is not specified
             // ( for example when prebuilding shader
             //   to be used with multiple objects )
             //
             // 	- leave some extra space for other uniforms
             //  - limit here is ANGLE's 254 max uniform vectors
             //    (up to 54 should be safe)
 
             var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
             var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
 
             var maxBones = nVertexMatrices;
 
             if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
 
                 maxBones = Math.min( object.bones.length, maxBones );
 
                 if ( maxBones < object.bones.length ) {
 
                     console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
 
                 }
 
             }
 
             return maxBones;
 
         }
 
     };
 
     function allocateLights( lights ) {
 
         var dirLights = 0;
         var pointLights = 0;
         var spotLights = 0;
         var hemiLights = 0;
 
         for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
 
             var light = lights[ l ];
 
             if ( light.onlyShadow ) continue;
 
             if ( light instanceof THREE.DirectionalLight ) dirLights ++;
             if ( light instanceof THREE.PointLight ) pointLights ++;
             if ( light instanceof THREE.SpotLight ) spotLights ++;
             if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
 
         }
 
         return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
 
     };
 
     function allocateShadows( lights ) {
 
         var maxShadows = 0;
 
         for ( var l = 0, ll = lights.length; l < ll; l++ ) {
 
             var light = lights[ l ];
 
             if ( ! light.castShadow ) continue;
 
             if ( light instanceof THREE.SpotLight ) maxShadows ++;
             if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
 
         }
 
         return maxShadows;
 
     };
 
     // Initialization
 
     function initGL() {
 
         try {
 
             var attributes = {
                 alpha: _alpha,
                 premultipliedAlpha: _premultipliedAlpha,
                 antialias: _antialias,
                 stencil: _stencil,
                 preserveDrawingBuffer: _preserveDrawingBuffer
             };
 
             _gl = _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
 
             if ( _gl === null ) {
 
                 throw 'Error creating WebGL context.';
 
             }
 
         } catch ( error ) {
 
             console.error( error );
 
         }
 
         _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
         _glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
         _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
 
         _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
 
         _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
 
         if ( ! _glExtensionTextureFloat ) {
 
             console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
 
         }
 
         if ( ! _glExtensionStandardDerivatives ) {
 
             console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
 
         }
 
         if ( ! _glExtensionTextureFilterAnisotropic ) {
 
             console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
 
         }
 
         if ( ! _glExtensionCompressedTextureS3TC ) {
 
             console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
 
         }
 
         if ( _gl.getShaderPrecisionFormat === undefined ) {
 
             _gl.getShaderPrecisionFormat = function() {
 
                 return {
                     "rangeMin"  : 1,
                     "rangeMax"  : 1,
                     "precision" : 1
                 };
 
             }
         }
 
     };
 
     function setDefaultGLState () {
 
         _gl.clearColor( 0, 0, 0, 1 );
         _gl.clearDepth( 1 );
         _gl.clearStencil( 0 );
 
         _gl.enable( _gl.DEPTH_TEST );
         _gl.depthFunc( _gl.LEQUAL );
 
         _gl.frontFace( _gl.CCW );
         _gl.cullFace( _gl.BACK );
         _gl.enable( _gl.CULL_FACE );
 
         _gl.enable( _gl.BLEND );
         _gl.blendEquation( _gl.FUNC_ADD );
         _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
 
         _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
 
     };
 
     // default plugins (order is important)
 
     this.shadowMapPlugin = new THREE.ShadowMapPlugin();
     this.addPrePlugin( this.shadowMapPlugin );
 
     this.addPostPlugin( new THREE.SpritePlugin() );
     this.addPostPlugin( new THREE.LensFlarePlugin() );
 
 };
 
 /**
  * @author szimek / https://github.com/szimek/
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.WebGLRenderTarget = function ( width, height, options ) {
 
     this.width = width;
     this.height = height;
 
     options = options || {};
 
     this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
     this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
 
     this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
     this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
 
     this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
 
     this.offset = new THREE.Vector2( 0, 0 );
     this.repeat = new THREE.Vector2( 1, 1 );
 
     this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
     this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
 
     this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
     this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
 
     this.generateMipmaps = true;
 
     this.shareDepthFrom = null;
 
 };
 
 THREE.WebGLRenderTarget.prototype = {
 
     constructor: THREE.WebGLRenderTarget,
 
     clone: function () {
 
         var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
 
         tmp.wrapS = this.wrapS;
         tmp.wrapT = this.wrapT;
 
         tmp.magFilter = this.magFilter;
         tmp.minFilter = this.minFilter;
 
         tmp.anisotropy = this.anisotropy;
 
         tmp.offset.copy( this.offset );
         tmp.repeat.copy( this.repeat );
 
         tmp.format = this.format;
         tmp.type = this.type;
 
         tmp.depthBuffer = this.depthBuffer;
         tmp.stencilBuffer = this.stencilBuffer;
 
         tmp.generateMipmaps = this.generateMipmaps;
 
         tmp.shareDepthFrom = this.shareDepthFrom;
 
         return tmp;
 
     },
 
     dispose: function () {
 
         this.dispatchEvent( { type: 'dispose' } );
 
     }
 
 };
 
 THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );
 
 /**
  * @author alteredq / http://alteredqualia.com
  */
 
 THREE.WebGLRenderTargetCube = function ( width, height, options ) {
 
     THREE.WebGLRenderTarget.call( this, width, height, options );
 
     this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
 
 };
 
 THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.RenderableVertex = function () {
 
     this.positionWorld = new THREE.Vector3();
     this.positionScreen = new THREE.Vector4();
 
     this.visible = true;
 
 };
 
 THREE.RenderableVertex.prototype.copy = function ( vertex ) {
 
     this.positionWorld.copy( vertex.positionWorld );
     this.positionScreen.copy( vertex.positionScreen );
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.RenderableFace3 = function () {
 
     this.id = 0;
 
     this.v1 = new THREE.RenderableVertex();
     this.v2 = new THREE.RenderableVertex();
     this.v3 = new THREE.RenderableVertex();
 
     this.centroidModel = new THREE.Vector3();
 
     this.normalModel = new THREE.Vector3();
     this.normalModelView = new THREE.Vector3();
 
     this.vertexNormalsLength = 0;
     this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
     this.vertexNormalsModelView = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
 
     this.color = null;
     this.material = null;
     this.uvs = [[]];
 
     this.z = 0;
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.RenderableObject = function () {
 
     this.id = 0;
 
     this.object = null;
     this.z = 0;
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.RenderableParticle = function () {
 
     this.id = 0;
 
     this.object = null;
 
     this.x = 0;
     this.y = 0;
     this.z = 0;
 
     this.rotation = null;
     this.scale = new THREE.Vector2();
 
     this.material = null;
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.RenderableLine = function () {
 
     this.id = 0;
 
     this.v1 = new THREE.RenderableVertex();
     this.v2 = new THREE.RenderableVertex();
 
     this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
     this.material = null;
 
     this.z = 0;
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.GeometryUtils = {
 
     // Merge two geometries or geometry and geometry from object (using object's transform)
 
     merge: function ( geometry1, object2 /* mesh | geometry */, materialIndexOffset ) {
 
         var matrix, normalMatrix,
         vertexOffset = geometry1.vertices.length,
         uvPosition = geometry1.faceVertexUvs[ 0 ].length,
         geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2,
         vertices1 = geometry1.vertices,
         vertices2 = geometry2.vertices,
         faces1 = geometry1.faces,
         faces2 = geometry2.faces,
         uvs1 = geometry1.faceVertexUvs[ 0 ],
         uvs2 = geometry2.faceVertexUvs[ 0 ];
 
         if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
 
         if ( object2 instanceof THREE.Mesh ) {
 
             object2.matrixAutoUpdate && object2.updateMatrix();
 
             matrix = object2.matrix;
 
             normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
 
         }
 
         // vertices
 
         for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
 
             var vertex = vertices2[ i ];
 
             var vertexCopy = vertex.clone();
 
             if ( matrix ) vertexCopy.applyMatrix4( matrix );
 
             vertices1.push( vertexCopy );
 
         }
 
         // faces
 
         for ( i = 0, il = faces2.length; i < il; i ++ ) {
 
             var face = faces2[ i ], faceCopy, normal, color,
             faceVertexNormals = face.vertexNormals,
             faceVertexColors = face.vertexColors;
 
             faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
             faceCopy.normal.copy( face.normal );
 
             if ( normalMatrix ) {
 
                 faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
 
             }
 
             for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
 
                 normal = faceVertexNormals[ j ].clone();
 
                 if ( normalMatrix ) {
 
                     normal.applyMatrix3( normalMatrix ).normalize();
 
                 }
 
                 faceCopy.vertexNormals.push( normal );
 
             }
 
             faceCopy.color.copy( face.color );
 
             for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
 
                 color = faceVertexColors[ j ];
                 faceCopy.vertexColors.push( color.clone() );
 
             }
 
             faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
 
             faceCopy.centroid.copy( face.centroid );
 
             if ( matrix ) {
 
                 faceCopy.centroid.applyMatrix4( matrix );
 
             }
 
             faces1.push( faceCopy );
 
         }
 
         // uvs
 
         for ( i = 0, il = uvs2.length; i < il; i ++ ) {
 
             var uv = uvs2[ i ], uvCopy = [];
 
             for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
 
                 uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
 
             }
 
             uvs1.push( uvCopy );
 
         }
 
     },
 
     // Get random point in triangle (via barycentric coordinates)
     // 	(uniform distribution)
     // 	http://www.cgafaq.info/wiki/Random_Point_In_Triangle
 
     randomPointInTriangle: function () {
 
         var vector = new THREE.Vector3();
 
         return function ( vectorA, vectorB, vectorC ) {
 
             var point = new THREE.Vector3();
 
             var a = THREE.Math.random16();
             var b = THREE.Math.random16();
 
             if ( ( a + b ) > 1 ) {
 
                 a = 1 - a;
                 b = 1 - b;
 
             }
 
             var c = 1 - a - b;
 
             point.copy( vectorA );
             point.multiplyScalar( a );
 
             vector.copy( vectorB );
             vector.multiplyScalar( b );
 
             point.add( vector );
 
             vector.copy( vectorC );
             vector.multiplyScalar( c );
 
             point.add( vector );
 
             return point;
 
         };
 
     }(),
 
     // Get random point in face (triangle / quad)
     // (uniform distribution)
 
     randomPointInFace: function ( face, geometry, useCachedAreas ) {
 
         var vA, vB, vC, vD;
 
         vA = geometry.vertices[ face.a ];
         vB = geometry.vertices[ face.b ];
         vC = geometry.vertices[ face.c ];
 
         return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
 
     },
 
     // Get uniformly distributed random points in mesh
     // 	- create array with cumulative sums of face areas
     //  - pick random number from 0 to total area
     //  - find corresponding place in area array by binary search
     //	- get random point in face
 
     randomPointsInGeometry: function ( geometry, n ) {
 
         var face, i,
             faces = geometry.faces,
             vertices = geometry.vertices,
             il = faces.length,
             totalArea = 0,
             cumulativeAreas = [],
             vA, vB, vC, vD;
 
         // precompute face areas
 
         for ( i = 0; i < il; i ++ ) {
 
             face = faces[ i ];
 
             vA = vertices[ face.a ];
             vB = vertices[ face.b ];
             vC = vertices[ face.c ];
 
             face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
 
             totalArea += face._area;
 
             cumulativeAreas[ i ] = totalArea;
 
         }
 
         // binary search cumulative areas array
 
         function binarySearchIndices( value ) {
 
             function binarySearch( start, end ) {
 
                 // return closest larger index
                 // if exact number is not found
 
                 if ( end < start )
                     return start;
 
                 var mid = start + Math.floor( ( end - start ) / 2 );
 
                 if ( cumulativeAreas[ mid ] > value ) {
 
                     return binarySearch( start, mid - 1 );
 
                 } else if ( cumulativeAreas[ mid ] < value ) {
 
                     return binarySearch( mid + 1, end );
 
                 } else {
 
                     return mid;
 
                 }
 
             }
 
             var result = binarySearch( 0, cumulativeAreas.length - 1 )
             return result;
 
         }
 
         // pick random face weighted by face area
 
         var r, index,
             result = [];
 
         var stats = {};
 
         for ( i = 0; i < n; i ++ ) {
 
             r = THREE.Math.random16() * totalArea;
 
             index = binarySearchIndices( r );
 
             result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
 
             if ( ! stats[ index ] ) {
 
                 stats[ index ] = 1;
 
             } else {
 
                 stats[ index ] += 1;
 
             }
 
         }
 
         return result;
 
     },
 
     // Get triangle area (half of parallelogram)
     //	http://mathworld.wolfram.com/TriangleArea.html
 
     triangleArea: function () {
 
         var vector1 = new THREE.Vector3();
         var vector2 = new THREE.Vector3();
 
         return function ( vectorA, vectorB, vectorC ) {
 
             vector1.subVectors( vectorB, vectorA );
             vector2.subVectors( vectorC, vectorA );
             vector1.cross( vector2 );
 
             return 0.5 * vector1.length();
 
         };
 
     }(),
 
     // Center geometry so that 0,0,0 is in center of bounding box
 
     center: function ( geometry ) {
 
         geometry.computeBoundingBox();
 
         var bb = geometry.boundingBox;
 
         var offset = new THREE.Vector3();
 
         offset.addVectors( bb.min, bb.max );
         offset.multiplyScalar( -0.5 );
 
         geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
         geometry.computeBoundingBox();
 
         return offset;
 
     },
 
     triangulateQuads: function ( geometry ) {
 
         var i, il, j, jl;
 
         var faces = [];
         var faceVertexUvs = [];
 
         for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
 
             faceVertexUvs[ i ] = [];
 
         }
 
         for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
 
             var face = geometry.faces[ i ];
 
             faces.push( face );
 
             for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
 
                 faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
 
             }
 
         }
 
         geometry.faces = faces;
         geometry.faceVertexUvs = faceVertexUvs;
 
         geometry.computeCentroids();
         geometry.computeFaceNormals();
         geometry.computeVertexNormals();
 
         if ( geometry.hasTangents ) geometry.computeTangents();
 
     }
 
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.ImageUtils = {
 
     crossOrigin: 'anonymous',
 
     loadTexture: function ( url, mapping, onLoad, onError ) {
 
         var image = new Image();
         var texture = new THREE.Texture( image, mapping );
 
         var loader = new THREE.ImageLoader();
         loader.crossOrigin = this.crossOrigin;
         loader.load( url, function ( image ) {
 
             texture.image = image;
             texture.needsUpdate = true;
 
             if ( onLoad ) onLoad( texture );
 
         } );
 
         texture.sourceFile = url;
 
         return texture;
 
     },
 
     loadCompressedTexture: function ( url, mapping, onLoad, onError ) {
 
         var texture = new THREE.CompressedTexture();
         texture.mapping = mapping;
 
         var request = new XMLHttpRequest();
 
         request.onload = function () {
 
             var buffer = request.response;
             var dds = THREE.ImageUtils.parseDDS( buffer, true );
 
             texture.format = dds.format;
 
             texture.mipmaps = dds.mipmaps;
             texture.image.width = dds.width;
             texture.image.height = dds.height;
 
             // gl.generateMipmap fails for compressed textures
             // mipmaps must be embedded in the DDS file
             // or texture filters must not use mipmapping
 
             texture.generateMipmaps = false;
 
             texture.needsUpdate = true;
 
             if ( onLoad ) onLoad( texture );
 
         }
 
         request.onerror = onError;
 
         request.open( 'GET', url, true );
         request.responseType = "arraybuffer";
         request.send( null );
 
         return texture;
 
     },
 
     loadTextureCube: function ( array, mapping, onLoad, onError ) {
 
         var images = [];
         images.loadCount = 0;
 
         var texture = new THREE.Texture();
         texture.image = images;
         if ( mapping !== undefined ) texture.mapping = mapping;
 
         // no flipping needed for cube textures
 
         texture.flipY = false;
 
         for ( var i = 0, il = array.length; i < il; ++ i ) {
 
             var cubeImage = new Image();
             images[ i ] = cubeImage;
 
             cubeImage.onload = function () {
 
                 images.loadCount += 1;
 
                 if ( images.loadCount === 6 ) {
 
                     texture.needsUpdate = true;
                     if ( onLoad ) onLoad( texture );
 
                 }
 
             };
 
             cubeImage.onerror = onError;
 
             cubeImage.crossOrigin = this.crossOrigin;
             cubeImage.src = array[ i ];
 
         }
 
         return texture;
 
     },
 
     loadCompressedTextureCube: function ( array, mapping, onLoad, onError ) {
 
         var images = [];
         images.loadCount = 0;
 
         var texture = new THREE.CompressedTexture();
         texture.image = images;
         if ( mapping !== undefined ) texture.mapping = mapping;
 
         // no flipping for cube textures
         // (also flipping doesn't work for compressed textures )
 
         texture.flipY = false;
 
         // can't generate mipmaps for compressed textures
         // mips must be embedded in DDS files
 
         texture.generateMipmaps = false;
 
         var generateCubeFaceCallback = function ( rq, img ) {
 
             return function () {
 
                 var buffer = rq.response;
                 var dds = THREE.ImageUtils.parseDDS( buffer, true );
 
                 img.format = dds.format;
 
                 img.mipmaps = dds.mipmaps;
                 img.width = dds.width;
                 img.height = dds.height;
 
                 images.loadCount += 1;
 
                 if ( images.loadCount === 6 ) {
 
                     texture.format = dds.format;
                     texture.needsUpdate = true;
                     if ( onLoad ) onLoad( texture );
 
                 }
 
             }
 
         }
 
         // compressed cubemap textures as 6 separate DDS files
 
         if ( array instanceof Array ) {
 
             for ( var i = 0, il = array.length; i < il; ++ i ) {
 
                 var cubeImage = {};
                 images[ i ] = cubeImage;
 
                 var request = new XMLHttpRequest();
 
                 request.onload = generateCubeFaceCallback( request, cubeImage );
                 request.onerror = onError;
 
                 var url = array[ i ];
 
                 request.open( 'GET', url, true );
                 request.responseType = "arraybuffer";
                 request.send( null );
 
             }
 
         // compressed cubemap texture stored in a single DDS file
 
         } else {
 
             var url = array;
             var request = new XMLHttpRequest();
 
             request.onload = function( ) {
 
                 var buffer = request.response;
                 var dds = THREE.ImageUtils.parseDDS( buffer, true );
 
                 if ( dds.isCubemap ) {
 
                     var faces = dds.mipmaps.length / dds.mipmapCount;
 
                     for ( var f = 0; f < faces; f ++ ) {
 
                         images[ f ] = { mipmaps : [] };
 
                         for ( var i = 0; i < dds.mipmapCount; i ++ ) {
 
                             images[ f ].mipmaps.push( dds.mipmaps[ f * dds.mipmapCount + i ] );
                             images[ f ].format = dds.format;
                             images[ f ].width = dds.width;
                             images[ f ].height = dds.height;
 
                         }
 
                     }
 
                     texture.format = dds.format;
                     texture.needsUpdate = true;
                     if ( onLoad ) onLoad( texture );
 
                 }
 
             }
 
             request.onerror = onError;
 
             request.open( 'GET', url, true );
             request.responseType = "arraybuffer";
             request.send( null );
 
         }
 
         return texture;
 
     },
 
     parseDDS: function ( buffer, loadMipmaps ) {
 
         var dds = { mipmaps: [], width: 0, height: 0, format: null, mipmapCount: 1 };
 
         // Adapted from @toji's DDS utils
         //	https://github.com/toji/webgl-texture-utils/blob/master/texture-util/dds.js
 
         // All values and structures referenced from:
         // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
 
         var DDS_MAGIC = 0x20534444;
 
         var DDSD_CAPS = 0x1,
             DDSD_HEIGHT = 0x2,
             DDSD_WIDTH = 0x4,
             DDSD_PITCH = 0x8,
             DDSD_PIXELFORMAT = 0x1000,
             DDSD_MIPMAPCOUNT = 0x20000,
             DDSD_LINEARSIZE = 0x80000,
             DDSD_DEPTH = 0x800000;
 
         var DDSCAPS_COMPLEX = 0x8,
             DDSCAPS_MIPMAP = 0x400000,
             DDSCAPS_TEXTURE = 0x1000;
 
         var DDSCAPS2_CUBEMAP = 0x200,
             DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
             DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
             DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
             DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
             DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
             DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
             DDSCAPS2_VOLUME = 0x200000;
 
         var DDPF_ALPHAPIXELS = 0x1,
             DDPF_ALPHA = 0x2,
             DDPF_FOURCC = 0x4,
             DDPF_RGB = 0x40,
             DDPF_YUV = 0x200,
             DDPF_LUMINANCE = 0x20000;
 
         function fourCCToInt32( value ) {
 
             return value.charCodeAt(0) +
                 (value.charCodeAt(1) << 8) +
                 (value.charCodeAt(2) << 16) +
                 (value.charCodeAt(3) << 24);
 
         }
 
         function int32ToFourCC( value ) {
 
             return String.fromCharCode(
                 value & 0xff,
                 (value >> 8) & 0xff,
                 (value >> 16) & 0xff,
                 (value >> 24) & 0xff
             );
         }
 
         var FOURCC_DXT1 = fourCCToInt32("DXT1");
         var FOURCC_DXT3 = fourCCToInt32("DXT3");
         var FOURCC_DXT5 = fourCCToInt32("DXT5");
 
         var headerLengthInt = 31; // The header length in 32 bit ints
 
         // Offsets into the header array
 
         var off_magic = 0;
 
         var off_size = 1;
         var off_flags = 2;
         var off_height = 3;
         var off_width = 4;
 
         var off_mipmapCount = 7;
 
         var off_pfFlags = 20;
         var off_pfFourCC = 21;
 
         var off_caps = 27;
         var off_caps2 = 28;
         var off_caps3 = 29;
         var off_caps4 = 30;
 
         // Parse header
 
         var header = new Int32Array( buffer, 0, headerLengthInt );
 
         if ( header[ off_magic ] !== DDS_MAGIC ) {
 
             console.error( "ImageUtils.parseDDS(): Invalid magic number in DDS header" );
             return dds;
 
         }
 
         if ( ! header[ off_pfFlags ] & DDPF_FOURCC ) {
 
             console.error( "ImageUtils.parseDDS(): Unsupported format, must contain a FourCC code" );
             return dds;
 
         }
 
         var blockBytes;
 
         var fourCC = header[ off_pfFourCC ];
 
         switch ( fourCC ) {
 
             case FOURCC_DXT1:
 
                 blockBytes = 8;
                 dds.format = THREE.RGB_S3TC_DXT1_Format;
                 break;
 
             case FOURCC_DXT3:
 
                 blockBytes = 16;
                 dds.format = THREE.RGBA_S3TC_DXT3_Format;
                 break;
 
             case FOURCC_DXT5:
 
                 blockBytes = 16;
                 dds.format = THREE.RGBA_S3TC_DXT5_Format;
                 break;
 
             default:
 
                 console.error( "ImageUtils.parseDDS(): Unsupported FourCC code: ", int32ToFourCC( fourCC ) );
                 return dds;
 
         }
 
         dds.mipmapCount = 1;
 
         if ( header[ off_flags ] & DDSD_MIPMAPCOUNT && loadMipmaps !== false ) {
 
             dds.mipmapCount = Math.max( 1, header[ off_mipmapCount ] );
 
         }
 
         //TODO: Verify that all faces of the cubemap are present with DDSCAPS2_CUBEMAP_POSITIVEX, etc.
 
         dds.isCubemap = header[ off_caps2 ] & DDSCAPS2_CUBEMAP ? true : false;
 
         dds.width = header[ off_width ];
         dds.height = header[ off_height ];
 
         var dataOffset = header[ off_size ] + 4;
 
         // Extract mipmaps buffers
 
         var width = dds.width;
         var height = dds.height;
 
         var faces = dds.isCubemap ? 6 : 1;
 
         for ( var face = 0; face < faces; face ++ ) {
 
             for ( var i = 0; i < dds.mipmapCount; i ++ ) {
 
                 var dataLength = Math.max( 4, width ) / 4 * Math.max( 4, height ) / 4 * blockBytes;
                 var byteArray = new Uint8Array( buffer, dataOffset, dataLength );
 
                 var mipmap = { "data": byteArray, "width": width, "height": height };
                 dds.mipmaps.push( mipmap );
 
                 dataOffset += dataLength;
 
                 width = Math.max( width * 0.5, 1 );
                 height = Math.max( height * 0.5, 1 );
 
             }
 
             width = dds.width;
             height = dds.height;
 
         }
 
         return dds;
 
     },
 
     getNormalMap: function ( image, depth ) {
 
         // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
 
         var cross = function ( a, b ) {
 
             return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ];
 
         }
 
         var subtract = function ( a, b ) {
 
             return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
 
         }
 
         var normalize = function ( a ) {
 
             var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
             return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
 
         }
 
         depth = depth | 1;
 
         var width = image.width;
         var height = image.height;
 
         var canvas = document.createElement( 'canvas' );
         canvas.width = width;
         canvas.height = height;
 
         var context = canvas.getContext( '2d' );
         context.drawImage( image, 0, 0 );
 
         var data = context.getImageData( 0, 0, width, height ).data;
         var imageData = context.createImageData( width, height );
         var output = imageData.data;
 
         for ( var x = 0; x < width; x ++ ) {
 
             for ( var y = 0; y < height; y ++ ) {
 
                 var ly = y - 1 < 0 ? 0 : y - 1;
                 var uy = y + 1 > height - 1 ? height - 1 : y + 1;
                 var lx = x - 1 < 0 ? 0 : x - 1;
                 var ux = x + 1 > width - 1 ? width - 1 : x + 1;
 
                 var points = [];
                 var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
                 points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
                 points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
                 points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
                 points.push( [  1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
                 points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
                 points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
                 points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
                 points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
 
                 var normals = [];
                 var num_points = points.length;
 
                 for ( var i = 0; i < num_points; i ++ ) {
 
                     var v1 = points[ i ];
                     var v2 = points[ ( i + 1 ) % num_points ];
                     v1 = subtract( v1, origin );
                     v2 = subtract( v2, origin );
                     normals.push( normalize( cross( v1, v2 ) ) );
 
                 }
 
                 var normal = [ 0, 0, 0 ];
 
                 for ( var i = 0; i < normals.length; i ++ ) {
 
                     normal[ 0 ] += normals[ i ][ 0 ];
                     normal[ 1 ] += normals[ i ][ 1 ];
                     normal[ 2 ] += normals[ i ][ 2 ];
 
                 }
 
                 normal[ 0 ] /= normals.length;
                 normal[ 1 ] /= normals.length;
                 normal[ 2 ] /= normals.length;
 
                 var idx = ( y * width + x ) * 4;
 
                 output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
                 output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
                 output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
                 output[ idx + 3 ] = 255;
 
             }
 
         }
 
         context.putImageData( imageData, 0, 0 );
 
         return canvas;
 
     },
 
     generateDataTexture: function ( width, height, color ) {
 
         var size = width * height;
         var data = new Uint8Array( 3 * size );
 
         var r = Math.floor( color.r * 255 );
         var g = Math.floor( color.g * 255 );
         var b = Math.floor( color.b * 255 );
 
         for ( var i = 0; i < size; i ++ ) {
 
             data[ i * 3 ] 	  = r;
             data[ i * 3 + 1 ] = g;
             data[ i * 3 + 2 ] = b;
 
         }
 
         var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
         texture.needsUpdate = true;
 
         return texture;
 
     }
 
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.SceneUtils = {
 
     createMultiMaterialObject: function ( geometry, materials ) {
 
         var group = new THREE.Object3D();
 
         for ( var i = 0, l = materials.length; i < l; i ++ ) {
 
             group.add( new THREE.Mesh( geometry, materials[ i ] ) );
 
         }
 
         return group;
 
     },
 
     detach : function ( child, parent, scene ) {
 
         child.applyMatrix( parent.matrixWorld );
         parent.remove( child );
         scene.add( child );
 
     },
 
     attach: function ( child, scene, parent ) {
 
         var matrixWorldInverse = new THREE.Matrix4();
         matrixWorldInverse.getInverse( parent.matrixWorld );
         child.applyMatrix( matrixWorldInverse );
 
         scene.remove( child );
         parent.add( child );
 
     }
 
 };
 
 /**
  * @author zz85 / http://www.lab4games.net/zz85/blog
  * @author alteredq / http://alteredqualia.com/
  *
  * For Text operations in three.js (See TextGeometry)
  *
  * It uses techniques used in:
  *
  * 	typeface.js and canvastext
  * 		For converting fonts and rendering with javascript
  *		http://typeface.neocracy.org
  *
  *	Triangulation ported from AS3
  *		Simple Polygon Triangulation
  *		http://actionsnippet.com/?p=1462
  *
  * 	A Method to triangulate shapes with holes
  *		http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
  *
  */
 
 THREE.FontUtils = {
 
     faces : {},
 
     // Just for now. face[weight][style]
 
     face : "helvetiker",
     weight: "normal",
     style : "normal",
     size : 150,
     divisions : 10,
 
     getFace : function() {
 
         return this.faces[ this.face ][ this.weight ][ this.style ];
 
     },
 
     loadFace : function( data ) {
 
         var family = data.familyName.toLowerCase();
 
         var ThreeFont = this;
 
         ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
 
         ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
         ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
 
         var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
 
         return data;
 
     },
 
     drawText : function( text ) {
 
         var characterPts = [], allPts = [];
 
         // RenderText
 
         var i, p,
             face = this.getFace(),
             scale = this.size / face.resolution,
             offset = 0,
             chars = String( text ).split( '' ),
             length = chars.length;
 
         var fontPaths = [];
 
         for ( i = 0; i < length; i ++ ) {
 
             var path = new THREE.Path();
 
             var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
             offset += ret.offset;
 
             fontPaths.push( ret.path );
 
         }
 
         // get the width
 
         var width = offset / 2;
         //
         // for ( p = 0; p < allPts.length; p++ ) {
         //
         // 	allPts[ p ].x -= width;
         //
         // }
 
         //var extract = this.extractPoints( allPts, characterPts );
         //extract.contour = allPts;
 
         //extract.paths = fontPaths;
         //extract.offset = width;
 
         return { paths : fontPaths, offset : width };
 
     },
 
 
 
 
     extractGlyphPoints : function( c, face, scale, offset, path ) {
 
         var pts = [];
 
         var i, i2, divisions,
             outline, action, length,
             scaleX, scaleY,
             x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
             laste,
             glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
 
         if ( !glyph ) return;
 
         if ( glyph.o ) {
 
             outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
             length = outline.length;
 
             scaleX = scale;
             scaleY = scale;
 
             for ( i = 0; i < length; ) {
 
                 action = outline[ i ++ ];
 
                 //console.log( action );
 
                 switch( action ) {
 
                 case 'm':
 
                     // Move To
 
                     x = outline[ i++ ] * scaleX + offset;
                     y = outline[ i++ ] * scaleY;
 
                     path.moveTo( x, y );
                     break;
 
                 case 'l':
 
                     // Line To
 
                     x = outline[ i++ ] * scaleX + offset;
                     y = outline[ i++ ] * scaleY;
                     path.lineTo(x,y);
                     break;
 
                 case 'q':
 
                     // QuadraticCurveTo
 
                     cpx  = outline[ i++ ] * scaleX + offset;
                     cpy  = outline[ i++ ] * scaleY;
                     cpx1 = outline[ i++ ] * scaleX + offset;
                     cpy1 = outline[ i++ ] * scaleY;
 
                     path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);
 
                     laste = pts[ pts.length - 1 ];
 
                     if ( laste ) {
 
                         cpx0 = laste.x;
                         cpy0 = laste.y;
 
                         for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
 
                             var t = i2 / divisions;
                             var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
                             var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
                       }
 
                   }
 
                   break;
 
                 case 'b':
 
                     // Cubic Bezier Curve
 
                     cpx  = outline[ i++ ] *  scaleX + offset;
                     cpy  = outline[ i++ ] *  scaleY;
                     cpx1 = outline[ i++ ] *  scaleX + offset;
                     cpy1 = outline[ i++ ] * -scaleY;
                     cpx2 = outline[ i++ ] *  scaleX + offset;
                     cpy2 = outline[ i++ ] * -scaleY;
 
                     path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 );
 
                     laste = pts[ pts.length - 1 ];
 
                     if ( laste ) {
 
                         cpx0 = laste.x;
                         cpy0 = laste.y;
 
                         for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
 
                             var t = i2 / divisions;
                             var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
                             var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
 
                         }
 
                     }
 
                     break;
 
                 }
 
             }
         }
 
 
 
         return { offset: glyph.ha*scale, path:path};
     }
 
 };
 
 
 THREE.FontUtils.generateShapes = function( text, parameters ) {
 
     // Parameters 
 
     parameters = parameters || {};
 
     var size = parameters.size !== undefined ? parameters.size : 100;
     var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments: 4;
 
     var font = parameters.font !== undefined ? parameters.font : "helvetiker";
     var weight = parameters.weight !== undefined ? parameters.weight : "normal";
     var style = parameters.style !== undefined ? parameters.style : "normal";
 
     THREE.FontUtils.size = size;
     THREE.FontUtils.divisions = curveSegments;
 
     THREE.FontUtils.face = font;
     THREE.FontUtils.weight = weight;
     THREE.FontUtils.style = style;
 
     // Get a Font data json object
 
     var data = THREE.FontUtils.drawText( text );
 
     var paths = data.paths;
     var shapes = [];
 
     for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
 
         Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
 
     }
 
     return shapes;
 
 };
 
 
 /**
  * This code is a quick port of code written in C++ which was submitted to
  * flipcode.com by John W. Ratcliff  // July 22, 2000
  * See original code and more information here:
  * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
  *
  * ported to actionscript by Zevan Rosser
  * www.actionsnippet.com
  *
  * ported to javascript by Joshua Koo
  * http://www.lab4games.net/zz85/blog
  *
  */
 
 
 ( function( namespace ) {
 
     var EPSILON = 0.0000000001;
 
     // takes in an contour array and returns
 
     var process = function( contour, indices ) {
 
         var n = contour.length;
 
         if ( n < 3 ) return null;
 
         var result = [],
             verts = [],
             vertIndices = [];
 
         /* we want a counter-clockwise polygon in verts */
 
         var u, v, w;
 
         if ( area( contour ) > 0.0 ) {
 
             for ( v = 0; v < n; v++ ) verts[ v ] = v;
 
         } else {
 
             for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v;
 
         }
 
         var nv = n;
 
         /*  remove nv - 2 vertices, creating 1 triangle every time */
 
         var count = 2 * nv;   /* error detection */
 
         for( v = nv - 1; nv > 2; ) {
 
             /* if we loop, it is probably a non-simple polygon */
 
             if ( ( count-- ) <= 0 ) {
 
                 //** Triangulate: ERROR - probable bad polygon!
 
                 //throw ( "Warning, unable to triangulate polygon!" );
                 //return null;
                 // Sometimes warning is fine, especially polygons are triangulated in reverse.
                 console.log( "Warning, unable to triangulate polygon!" );
 
                 if ( indices ) return vertIndices;
                 return result;
 
             }
 
             /* three consecutive vertices in current polygon, <u,v,w> */
 
             u = v; 	 	if ( nv <= u ) u = 0;     /* previous */
             v = u + 1;  if ( nv <= v ) v = 0;     /* new v    */
             w = v + 1;  if ( nv <= w ) w = 0;     /* next     */
 
             if ( snip( contour, u, v, w, nv, verts ) ) {
 
                 var a, b, c, s, t;
 
                 /* true names of the vertices */
 
                 a = verts[ u ];
                 b = verts[ v ];
                 c = verts[ w ];
 
                 /* output Triangle */
 
                 result.push( [ contour[ a ],
                     contour[ b ],
                     contour[ c ] ] );
 
 
                 vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
 
                 /* remove v from the remaining polygon */
 
                 for( s = v, t = v + 1; t < nv; s++, t++ ) {
 
                     verts[ s ] = verts[ t ];
 
                 }
 
                 nv--;
 
                 /* reset error detection counter */
 
                 count = 2 * nv;
 
             }
 
         }
 
         if ( indices ) return vertIndices;
         return result;
 
     };
 
     // calculate area of the contour polygon
 
     var area = function ( contour ) {
 
         var n = contour.length;
         var a = 0.0;
 
         for( var p = n - 1, q = 0; q < n; p = q++ ) {
 
             a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
 
         }
 
         return a * 0.5;
 
     };
 
     var snip = function ( contour, u, v, w, n, verts ) {
 
         var p;
         var ax, ay, bx, by;
         var cx, cy, px, py;
 
         ax = contour[ verts[ u ] ].x;
         ay = contour[ verts[ u ] ].y;
 
         bx = contour[ verts[ v ] ].x;
         by = contour[ verts[ v ] ].y;
 
         cx = contour[ verts[ w ] ].x;
         cy = contour[ verts[ w ] ].y;
 
         if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false;
 
         var aX, aY, bX, bY, cX, cY;
         var apx, apy, bpx, bpy, cpx, cpy;
         var cCROSSap, bCROSScp, aCROSSbp;
 
         aX = cx - bx;  aY = cy - by;
         bX = ax - cx;  bY = ay - cy;
         cX = bx - ax;  cY = by - ay;
 
         for ( p = 0; p < n; p++ ) {
 
             if( (p === u) || (p === v) || (p === w) ) continue;
 
             px = contour[ verts[ p ] ].x
             py = contour[ verts[ p ] ].y
 
             apx = px - ax;  apy = py - ay;
             bpx = px - bx;  bpy = py - by;
             cpx = px - cx;  cpy = py - cy;
 
             // see if p is inside triangle abc
 
             aCROSSbp = aX*bpy - aY*bpx;
             cCROSSap = cX*apy - cY*apx;
             bCROSScp = bX*cpy - bY*cpx;
 
             if ( (aCROSSbp >= -EPSILON) && (bCROSScp >= -EPSILON) && (cCROSSap >= -EPSILON) ) return false;
 
         }
 
         return true;
 
     };
 
 
     namespace.Triangulate = process;
     namespace.Triangulate.area = area;
 
     return namespace;
 
 })(THREE.FontUtils);
 
 // To use the typeface.js face files, hook up the API
 self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };
 THREE.typeface_js = self._typeface_js;
 
 /**
  * @author zz85 / http://www.lab4games.net/zz85/blog
  * Extensible curve object
  *
  * Some common of Curve methods
  * .getPoint(t), getTangent(t)
  * .getPointAt(u), getTagentAt(u)
  * .getPoints(), .getSpacedPoints()
  * .getLength()
  * .updateArcLengths()
  *
  * This following classes subclasses THREE.Curve:
  *
  * -- 2d classes --
  * THREE.LineCurve
  * THREE.QuadraticBezierCurve
  * THREE.CubicBezierCurve
  * THREE.SplineCurve
  * THREE.ArcCurve
  * THREE.EllipseCurve
  *
  * -- 3d classes --
  * THREE.LineCurve3
  * THREE.QuadraticBezierCurve3
  * THREE.CubicBezierCurve3
  * THREE.SplineCurve3
  * THREE.ClosedSplineCurve3
  *
  * A series of curves can be represented as a THREE.CurvePath
  *
  **/
 
 /**************************************************************
  *	Abstract Curve base class
  **************************************************************/
 
 THREE.Curve = function () {
 
 };
 
 // Virtual base class method to overwrite and implement in subclasses
 //	- t [0 .. 1]
 
 THREE.Curve.prototype.getPoint = function ( t ) {
 
     console.log( "Warning, getPoint() not implemented!" );
     return null;
 
 };
 
 // Get point at relative position in curve according to arc length
 // - u [0 .. 1]
 
 THREE.Curve.prototype.getPointAt = function ( u ) {
 
     var t = this.getUtoTmapping( u );
     return this.getPoint( t );
 
 };
 
 // Get sequence of points using getPoint( t )
 
 THREE.Curve.prototype.getPoints = function ( divisions ) {
 
     if ( !divisions ) divisions = 5;
 
     var d, pts = [];
 
     for ( d = 0; d <= divisions; d ++ ) {
 
         pts.push( this.getPoint( d / divisions ) );
 
     }
 
     return pts;
 
 };
 
 // Get sequence of points using getPointAt( u )
 
 THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
 
     if ( !divisions ) divisions = 5;
 
     var d, pts = [];
 
     for ( d = 0; d <= divisions; d ++ ) {
 
         pts.push( this.getPointAt( d / divisions ) );
 
     }
 
     return pts;
 
 };
 
 // Get total curve arc length
 
 THREE.Curve.prototype.getLength = function () {
 
     var lengths = this.getLengths();
     return lengths[ lengths.length - 1 ];
 
 };
 
 // Get list of cumulative segment lengths
 
 THREE.Curve.prototype.getLengths = function ( divisions ) {
 
     if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
 
     if ( this.cacheArcLengths
         && ( this.cacheArcLengths.length == divisions + 1 )
         && !this.needsUpdate) {
 
         //console.log( "cached", this.cacheArcLengths );
         return this.cacheArcLengths;
 
     }
 
     this.needsUpdate = false;
 
     var cache = [];
     var current, last = this.getPoint( 0 );
     var p, sum = 0;
 
     cache.push( 0 );
 
     for ( p = 1; p <= divisions; p ++ ) {
 
         current = this.getPoint ( p / divisions );
         sum += current.distanceTo( last );
         cache.push( sum );
         last = current;
 
     }
 
     this.cacheArcLengths = cache;
 
     return cache; // { sums: cache, sum:sum }; Sum is in the last element.
 
 };
 
 
 THREE.Curve.prototype.updateArcLengths = function() {
     this.needsUpdate = true;
     this.getLengths();
 };
 
 // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
 
 THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
 
     var arcLengths = this.getLengths();
 
     var i = 0, il = arcLengths.length;
 
     var targetArcLength; // The targeted u distance value to get
 
     if ( distance ) {
 
         targetArcLength = distance;
 
     } else {
 
         targetArcLength = u * arcLengths[ il - 1 ];
 
     }
 
     //var time = Date.now();
 
     // binary search for the index with largest value smaller than target u distance
 
     var low = 0, high = il - 1, comparison;
 
     while ( low <= high ) {
 
         i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
 
         comparison = arcLengths[ i ] - targetArcLength;
 
         if ( comparison < 0 ) {
 
             low = i + 1;
             continue;
 
         } else if ( comparison > 0 ) {
 
             high = i - 1;
             continue;
 
         } else {
 
             high = i;
             break;
 
             // DONE
 
         }
 
     }
 
     i = high;
 
     //console.log('b' , i, low, high, Date.now()- time);
 
     if ( arcLengths[ i ] == targetArcLength ) {
 
         var t = i / ( il - 1 );
         return t;
 
     }
 
     // we could get finer grain at lengths, or use simple interpolatation between two points
 
     var lengthBefore = arcLengths[ i ];
     var lengthAfter = arcLengths[ i + 1 ];
 
     var segmentLength = lengthAfter - lengthBefore;
 
     // determine where we are between the 'before' and 'after' points
 
     var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
 
     // add that fractional amount to t
 
     var t = ( i + segmentFraction ) / ( il -1 );
 
     return t;
 
 };
 
 // Returns a unit vector tangent at t
 // In case any sub curve does not implement its tangent derivation,
 // 2 points a small delta apart will be used to find its gradient
 // which seems to give a reasonable approximation
 
 THREE.Curve.prototype.getTangent = function( t ) {
 
     var delta = 0.0001;
     var t1 = t - delta;
     var t2 = t + delta;
 
     // Capping in case of danger
 
     if ( t1 < 0 ) t1 = 0;
     if ( t2 > 1 ) t2 = 1;
 
     var pt1 = this.getPoint( t1 );
     var pt2 = this.getPoint( t2 );
 
     var vec = pt2.clone().sub(pt1);
     return vec.normalize();
 
 };
 
 
 THREE.Curve.prototype.getTangentAt = function ( u ) {
 
     var t = this.getUtoTmapping( u );
     return this.getTangent( t );
 
 };
 
 
 
 
 
 /**************************************************************
  *	Utils
  **************************************************************/
 
 THREE.Curve.Utils = {
 
     tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
 
         return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
 
     },
 
     // Puay Bing, thanks for helping with this derivative!
 
     tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
 
         return -3 * p0 * (1 - t) * (1 - t)  +
             3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
             6 * t *  p2 * (1-t) - 3 * t * t * p2 +
             3 * t * t * p3;
     },
 
 
     tangentSpline: function ( t, p0, p1, p2, p3 ) {
 
         // To check if my formulas are correct
 
         var h00 = 6 * t * t - 6 * t; 	// derived from 2t^3 − 3t^2 + 1
         var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
         var h01 = -6 * t * t + 6 * t; 	// − 2t3 + 3t2
         var h11 = 3 * t * t - 2 * t;	// t3 − t2
 
         return h00 + h10 + h01 + h11;
 
     },
 
     // Catmull-Rom
 
     interpolate: function( p0, p1, p2, p3, t ) {
 
         var v0 = ( p2 - p0 ) * 0.5;
         var v1 = ( p3 - p1 ) * 0.5;
         var t2 = t * t;
         var t3 = t * t2;
         return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
 
     }
 
 };
 
 
 // TODO: Transformation for Curves?
 
 /**************************************************************
  *	3D Curves
  **************************************************************/
 
 // A Factory method for creating new curve subclasses
 
 THREE.Curve.create = function ( constructor, getPointFunc ) {
 
     constructor.prototype = Object.create( THREE.Curve.prototype );
     constructor.prototype.getPoint = getPointFunc;
 
     return constructor;
 
 };
 
 /**
  * @author zz85 / http://www.lab4games.net/zz85/blog
  *
  **/
 
 /**************************************************************
  *	Curved Path - a curve path is simply a array of connected
  *  curves, but retains the api of a curve
  **************************************************************/
 
 THREE.CurvePath = function () {
 
     this.curves = [];
     this.bends = [];
     
     this.autoClose = false; // Automatically closes the path
 };
 
 THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
 
 THREE.CurvePath.prototype.add = function ( curve ) {
 
     this.curves.push( curve );
 
 };
 
 THREE.CurvePath.prototype.checkConnection = function() {
     // TODO
     // If the ending of curve is not connected to the starting
     // or the next curve, then, this is not a real path
 };
 
 THREE.CurvePath.prototype.closePath = function() {
     // TODO Test
     // and verify for vector3 (needs to implement equals)
     // Add a line curve if start and end of lines are not connected
     var startPoint = this.curves[0].getPoint(0);
     var endPoint = this.curves[this.curves.length-1].getPoint(1);
     
     if (!startPoint.equals(endPoint)) {
         this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
     }
     
 };
 
 // To get accurate point with reference to
 // entire path distance at time t,
 // following has to be done:
 
 // 1. Length of each sub path have to be known
 // 2. Locate and identify type of curve
 // 3. Get t for the curve
 // 4. Return curve.getPointAt(t')
 
 THREE.CurvePath.prototype.getPoint = function( t ) {
 
     var d = t * this.getLength();
     var curveLengths = this.getCurveLengths();
     var i = 0, diff, curve;
 
     // To think about boundaries points.
 
     while ( i < curveLengths.length ) {
 
         if ( curveLengths[ i ] >= d ) {
 
             diff = curveLengths[ i ] - d;
             curve = this.curves[ i ];
 
             var u = 1 - diff / curve.getLength();
 
             return curve.getPointAt( u );
 
             break;
         }
 
         i ++;
 
     }
 
     return null;
 
     // loop where sum != 0, sum > d , sum+1 <d
 
 };
 
 /*
 THREE.CurvePath.prototype.getTangent = function( t ) {
 };*/
 
 
 // We cannot use the default THREE.Curve getPoint() with getLength() because in
 // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
 // getPoint() depends on getLength
 
 THREE.CurvePath.prototype.getLength = function() {
 
     var lens = this.getCurveLengths();
     return lens[ lens.length - 1 ];
 
 };
 
 // Compute lengths and cache them
 // We cannot overwrite getLengths() because UtoT mapping uses it.
 
 THREE.CurvePath.prototype.getCurveLengths = function() {
 
     // We use cache values if curves and cache array are same length
 
     if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
 
         return this.cacheLengths;
 
     };
 
     // Get length of subsurve
     // Push sums into cached array
 
     var lengths = [], sums = 0;
     var i, il = this.curves.length;
 
     for ( i = 0; i < il; i ++ ) {
 
         sums += this.curves[ i ].getLength();
         lengths.push( sums );
 
     }
 
     this.cacheLengths = lengths;
 
     return lengths;
 
 };
 
 
 
 // Returns min and max coordinates, as well as centroid
 
 THREE.CurvePath.prototype.getBoundingBox = function () {
 
     var points = this.getPoints();
 
     var maxX, maxY, maxZ;
     var minX, minY, minZ;
 
     maxX = maxY = Number.NEGATIVE_INFINITY;
     minX = minY = Number.POSITIVE_INFINITY;
 
     var p, i, il, sum;
 
     var v3 = points[0] instanceof THREE.Vector3;
 
     sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
 
     for ( i = 0, il = points.length; i < il; i ++ ) {
 
         p = points[ i ];
 
         if ( p.x > maxX ) maxX = p.x;
         else if ( p.x < minX ) minX = p.x;
 
         if ( p.y > maxY ) maxY = p.y;
         else if ( p.y < minY ) minY = p.y;
 
         if ( v3 ) {
 
             if ( p.z > maxZ ) maxZ = p.z;
             else if ( p.z < minZ ) minZ = p.z;
 
         }
 
         sum.add( p );
 
     }
 
     var ret = {
 
         minX: minX,
         minY: minY,
         maxX: maxX,
         maxY: maxY,
         centroid: sum.divideScalar( il )
 
     };
 
     if ( v3 ) {
 
         ret.maxZ = maxZ;
         ret.minZ = minZ;
 
     }
 
     return ret;
 
 };
 
 /**************************************************************
  *	Create Geometries Helpers
  **************************************************************/
 
 /// Generate geometry from path points (for Line or ParticleSystem objects)
 
 THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
 
     var pts = this.getPoints( divisions, true );
     return this.createGeometry( pts );
 
 };
 
 // Generate geometry from equidistance sampling along the path
 
 THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
 
     var pts = this.getSpacedPoints( divisions, true );
     return this.createGeometry( pts );
 
 };
 
 THREE.CurvePath.prototype.createGeometry = function( points ) {
 
     var geometry = new THREE.Geometry();
 
     for ( var i = 0; i < points.length; i ++ ) {
 
         geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
 
     }
 
     return geometry;
 
 };
 
 
 /**************************************************************
  *	Bend / Wrap Helper Methods
  **************************************************************/
 
 // Wrap path / Bend modifiers?
 
 THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
 
     this.bends.push( bendpath );
 
 };
 
 THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
 
     var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
     var i, il;
 
     if ( !bends ) {
 
         bends = this.bends;
 
     }
 
     for ( i = 0, il = bends.length; i < il; i ++ ) {
 
         oldPts = this.getWrapPoints( oldPts, bends[ i ] );
 
     }
 
     return oldPts;
 
 };
 
 THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
 
     var oldPts = this.getSpacedPoints( segments );
 
     var i, il;
 
     if ( !bends ) {
 
         bends = this.bends;
 
     }
 
     for ( i = 0, il = bends.length; i < il; i ++ ) {
 
         oldPts = this.getWrapPoints( oldPts, bends[ i ] );
 
     }
 
     return oldPts;
 
 };
 
 // This returns getPoints() bend/wrapped around the contour of a path.
 // Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
 
 THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
 
     var bounds = this.getBoundingBox();
 
     var i, il, p, oldX, oldY, xNorm;
 
     for ( i = 0, il = oldPts.length; i < il; i ++ ) {
 
         p = oldPts[ i ];
 
         oldX = p.x;
         oldY = p.y;
 
         xNorm = oldX / bounds.maxX;
 
         // If using actual distance, for length > path, requires line extrusions
         //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
 
         xNorm = path.getUtoTmapping( xNorm, oldX );
 
         // check for out of bounds?
 
         var pathPt = path.getPoint( xNorm );
         var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY );
 
         p.x = pathPt.x + normal.x;
         p.y = pathPt.y + normal.y;
 
     }
 
     return oldPts;
 
 };
 
 
 /**
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.Gyroscope = function () {
 
     THREE.Object3D.call( this );
 
 };
 
 THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
 
 THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {
 
     this.matrixAutoUpdate && this.updateMatrix();
 
     // update matrixWorld
 
     if ( this.matrixWorldNeedsUpdate || force ) {
 
         if ( this.parent ) {
 
             this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
 
             this.matrixWorld.decompose( this.translationWorld, this.quaternionWorld, this.scaleWorld );
             this.matrix.decompose( this.translationObject, this.quaternionObject, this.scaleObject );
 
             this.matrixWorld.compose( this.translationWorld, this.quaternionObject, this.scaleWorld );
 
 
         } else {
 
             this.matrixWorld.copy( this.matrix );
 
         }
 
 
         this.matrixWorldNeedsUpdate = false;
 
         force = true;
 
     }
 
     // update children
 
     for ( var i = 0, l = this.children.length; i < l; i ++ ) {
 
         this.children[ i ].updateMatrixWorld( force );
 
     }
 
 };
 
 THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
 THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
 THREE.Gyroscope.prototype.quaternionWorld = new THREE.Quaternion();
 THREE.Gyroscope.prototype.quaternionObject = new THREE.Quaternion();
 THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
 THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
 
 
 /**
  * @author zz85 / http://www.lab4games.net/zz85/blog
  * Creates free form 2d path using series of points, lines or curves.
  *
  **/
 
 THREE.Path = function ( points ) {
 
     THREE.CurvePath.call(this);
 
     this.actions = [];
 
     if ( points ) {
 
         this.fromPoints( points );
 
     }
 
 };
 
 THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
 
 THREE.PathActions = {
 
     MOVE_TO: 'moveTo',
     LINE_TO: 'lineTo',
     QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
     BEZIER_CURVE_TO: 'bezierCurveTo', 		// Bezier cubic curve
     CSPLINE_THRU: 'splineThru',				// Catmull-rom spline
     ARC: 'arc',								// Circle
     ELLIPSE: 'ellipse'
 };
 
 // TODO Clean up PATH API
 
 // Create path using straight lines to connect all points
 // - vectors: array of Vector2
 
 THREE.Path.prototype.fromPoints = function ( vectors ) {
 
     this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
 
     for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
 
         this.lineTo( vectors[ v ].x, vectors[ v ].y );
 
     };
 
 };
 
 // startPath() endPath()?
 
 THREE.Path.prototype.moveTo = function ( x, y ) {
 
     var args = Array.prototype.slice.call( arguments );
     this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
 
 };
 
 THREE.Path.prototype.lineTo = function ( x, y ) {
 
     var args = Array.prototype.slice.call( arguments );
 
     var lastargs = this.actions[ this.actions.length - 1 ].args;
 
     var x0 = lastargs[ lastargs.length - 2 ];
     var y0 = lastargs[ lastargs.length - 1 ];
 
     var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
     this.curves.push( curve );
 
     this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
 
 };
 
 THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
 
     var args = Array.prototype.slice.call( arguments );
 
     var lastargs = this.actions[ this.actions.length - 1 ].args;
 
     var x0 = lastargs[ lastargs.length - 2 ];
     var y0 = lastargs[ lastargs.length - 1 ];
 
     var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
                                                 new THREE.Vector2( aCPx, aCPy ),
                                                 new THREE.Vector2( aX, aY ) );
     this.curves.push( curve );
 
     this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
 
 };
 
 THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
                                                aCP2x, aCP2y,
                                                aX, aY ) {
 
     var args = Array.prototype.slice.call( arguments );
 
     var lastargs = this.actions[ this.actions.length - 1 ].args;
 
     var x0 = lastargs[ lastargs.length - 2 ];
     var y0 = lastargs[ lastargs.length - 1 ];
 
     var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
                                             new THREE.Vector2( aCP1x, aCP1y ),
                                             new THREE.Vector2( aCP2x, aCP2y ),
                                             new THREE.Vector2( aX, aY ) );
     this.curves.push( curve );
 
     this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
 
 };
 
 THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
 
     var args = Array.prototype.slice.call( arguments );
     var lastargs = this.actions[ this.actions.length - 1 ].args;
 
     var x0 = lastargs[ lastargs.length - 2 ];
     var y0 = lastargs[ lastargs.length - 1 ];
 //---
     var npts = [ new THREE.Vector2( x0, y0 ) ];
     Array.prototype.push.apply( npts, pts );
 
     var curve = new THREE.SplineCurve( npts );
     this.curves.push( curve );
 
     this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
 
 };
 
 // FUTURE: Change the API or follow canvas API?
 
 THREE.Path.prototype.arc = function ( aX, aY, aRadius,
                                       aStartAngle, aEndAngle, aClockwise ) {
 
     var lastargs = this.actions[ this.actions.length - 1].args;
     var x0 = lastargs[ lastargs.length - 2 ];
     var y0 = lastargs[ lastargs.length - 1 ];
 
     this.absarc(aX + x0, aY + y0, aRadius,
         aStartAngle, aEndAngle, aClockwise );
 
  };
 
  THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
                                       aStartAngle, aEndAngle, aClockwise ) {
     this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
  };
 
 THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
                                       aStartAngle, aEndAngle, aClockwise ) {
 
     var lastargs = this.actions[ this.actions.length - 1].args;
     var x0 = lastargs[ lastargs.length - 2 ];
     var y0 = lastargs[ lastargs.length - 1 ];
 
     this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
         aStartAngle, aEndAngle, aClockwise );
 
  };
 
 
 THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
                                       aStartAngle, aEndAngle, aClockwise ) {
 
     var args = Array.prototype.slice.call( arguments );
     var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
                                     aStartAngle, aEndAngle, aClockwise );
     this.curves.push( curve );
 
     var lastPoint = curve.getPoint(aClockwise ? 1 : 0);
     args.push(lastPoint.x);
     args.push(lastPoint.y);
 
     this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
 
  };
 
 THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
 
     if ( ! divisions ) divisions = 40;
 
     var points = [];
 
     for ( var i = 0; i < divisions; i ++ ) {
 
         points.push( this.getPoint( i / divisions ) );
 
         //if( !this.getPoint( i / divisions ) ) throw "DIE";
 
     }
 
     // if ( closedPath ) {
     //
     // 	points.push( points[ 0 ] );
     //
     // }
 
     return points;
 
 };
 
 /* Return an array of vectors based on contour of the path */
 
 THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
 
     if (this.useSpacedPoints) {
         console.log('tata');
         return this.getSpacedPoints( divisions, closedPath );
     }
 
     divisions = divisions || 12;
 
     var points = [];
 
     var i, il, item, action, args;
     var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
         laste, j,
         t, tx, ty;
 
     for ( i = 0, il = this.actions.length; i < il; i ++ ) {
 
         item = this.actions[ i ];
 
         action = item.action;
         args = item.args;
 
         switch( action ) {
 
         case THREE.PathActions.MOVE_TO:
 
             points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
 
             break;
 
         case THREE.PathActions.LINE_TO:
 
             points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
 
             break;
 
         case THREE.PathActions.QUADRATIC_CURVE_TO:
 
             cpx  = args[ 2 ];
             cpy  = args[ 3 ];
 
             cpx1 = args[ 0 ];
             cpy1 = args[ 1 ];
 
             if ( points.length > 0 ) {
 
                 laste = points[ points.length - 1 ];
 
                 cpx0 = laste.x;
                 cpy0 = laste.y;
 
             } else {
 
                 laste = this.actions[ i - 1 ].args;
 
                 cpx0 = laste[ laste.length - 2 ];
                 cpy0 = laste[ laste.length - 1 ];
 
             }
 
             for ( j = 1; j <= divisions; j ++ ) {
 
                 t = j / divisions;
 
                 tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
                 ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
 
                 points.push( new THREE.Vector2( tx, ty ) );
 
             }
 
             break;
 
         case THREE.PathActions.BEZIER_CURVE_TO:
 
             cpx  = args[ 4 ];
             cpy  = args[ 5 ];
 
             cpx1 = args[ 0 ];
             cpy1 = args[ 1 ];
 
             cpx2 = args[ 2 ];
             cpy2 = args[ 3 ];
 
             if ( points.length > 0 ) {
 
                 laste = points[ points.length - 1 ];
 
                 cpx0 = laste.x;
                 cpy0 = laste.y;
 
             } else {
 
                 laste = this.actions[ i - 1 ].args;
 
                 cpx0 = laste[ laste.length - 2 ];
                 cpy0 = laste[ laste.length - 1 ];
 
             }
 
 
             for ( j = 1; j <= divisions; j ++ ) {
 
                 t = j / divisions;
 
                 tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
                 ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
 
                 points.push( new THREE.Vector2( tx, ty ) );
 
             }
 
             break;
 
         case THREE.PathActions.CSPLINE_THRU:
 
             laste = this.actions[ i - 1 ].args;
 
             var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
             var spts = [ last ];
 
             var n = divisions * args[ 0 ].length;
 
             spts = spts.concat( args[ 0 ] );
 
             var spline = new THREE.SplineCurve( spts );
 
             for ( j = 1; j <= n; j ++ ) {
 
                 points.push( spline.getPointAt( j / n ) ) ;
 
             }
 
             break;
 
         case THREE.PathActions.ARC:
 
             var aX = args[ 0 ], aY = args[ 1 ],
                 aRadius = args[ 2 ],
                 aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
                 aClockwise = !!args[ 5 ];
 
             var deltaAngle = aEndAngle - aStartAngle;
             var angle;
             var tdivisions = divisions * 2;
 
             for ( j = 1; j <= tdivisions; j ++ ) {
 
                 t = j / tdivisions;
 
                 if ( ! aClockwise ) {
 
                     t = 1 - t;
 
                 }
 
                 angle = aStartAngle + t * deltaAngle;
 
                 tx = aX + aRadius * Math.cos( angle );
                 ty = aY + aRadius * Math.sin( angle );
 
                 //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
 
                 points.push( new THREE.Vector2( tx, ty ) );
 
             }
 
             //console.log(points);
 
           break;
           
         case THREE.PathActions.ELLIPSE:
 
             var aX = args[ 0 ], aY = args[ 1 ],
                 xRadius = args[ 2 ],
                 yRadius = args[ 3 ],
                 aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
                 aClockwise = !!args[ 6 ];
 
 
             var deltaAngle = aEndAngle - aStartAngle;
             var angle;
             var tdivisions = divisions * 2;
 
             for ( j = 1; j <= tdivisions; j ++ ) {
 
                 t = j / tdivisions;
 
                 if ( ! aClockwise ) {
 
                     t = 1 - t;
 
                 }
 
                 angle = aStartAngle + t * deltaAngle;
 
                 tx = aX + xRadius * Math.cos( angle );
                 ty = aY + yRadius * Math.sin( angle );
 
                 //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
 
                 points.push( new THREE.Vector2( tx, ty ) );
 
             }
 
             //console.log(points);
 
           break;
 
         } // end switch
 
     }
 
 
 
     // Normalize to remove the closing point by default.
     var lastPoint = points[ points.length - 1];
     var EPSILON = 0.0000000001;
     if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
              Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
         points.splice( points.length - 1, 1);
     if ( closedPath ) {
 
         points.push( points[ 0 ] );
 
     }
 
     return points;
 
 };
 
 // Breaks path into shapes
 
 THREE.Path.prototype.toShapes = function( isCCW ) {
 
     var i, il, item, action, args;
 
     var subPaths = [], lastPath = new THREE.Path();
 
     for ( i = 0, il = this.actions.length; i < il; i ++ ) {
 
         item = this.actions[ i ];
 
         args = item.args;
         action = item.action;
 
         if ( action == THREE.PathActions.MOVE_TO ) {
 
             if ( lastPath.actions.length != 0 ) {
 
                 subPaths.push( lastPath );
                 lastPath = new THREE.Path();
 
             }
 
         }
 
         lastPath[ action ].apply( lastPath, args );
 
     }
 
     if ( lastPath.actions.length != 0 ) {
 
         subPaths.push( lastPath );
 
     }
 
     // console.log(subPaths);
 
     if ( subPaths.length == 0 ) return [];
 
     var solid, tmpPath, tmpShape, shapes = [];
 
     if ( subPaths.length == 1) {
 
         tmpPath = subPaths[0];
         tmpShape = new THREE.Shape();
         tmpShape.actions = tmpPath.actions;
         tmpShape.curves = tmpPath.curves;
         shapes.push( tmpShape );
         return shapes;
 
     }
 
     var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
     holesFirst = isCCW ? !holesFirst : holesFirst;
 
     // console.log("Holes first", holesFirst);
 
     if ( holesFirst ) {
 
         tmpShape = new THREE.Shape();
 
         for ( i = 0, il = subPaths.length; i < il; i ++ ) {
 
             tmpPath = subPaths[ i ];
             solid = THREE.Shape.Utils.isClockWise( tmpPath.getPoints() );
             solid = isCCW ? !solid : solid;
 
             if ( solid ) {
 
                 tmpShape.actions = tmpPath.actions;
                 tmpShape.curves = tmpPath.curves;
 
                 shapes.push( tmpShape );
                 tmpShape = new THREE.Shape();
 
                 //console.log('cw', i);
 
             } else {
 
                 tmpShape.holes.push( tmpPath );
 
                 //console.log('ccw', i);
 
             }
 
         }
 
     } else {
 
         // Shapes first
         tmpShape = undefined;
 
         for ( i = 0, il = subPaths.length; i < il; i ++ ) {
 
             tmpPath = subPaths[ i ];
             solid = THREE.Shape.Utils.isClockWise( tmpPath.getPoints() );
             solid = isCCW ? !solid : solid;
 
             if ( solid ) {
 
                 if ( tmpShape ) shapes.push( tmpShape );
 
                 tmpShape = new THREE.Shape();
                 tmpShape.actions = tmpPath.actions;
                 tmpShape.curves = tmpPath.curves;
 
             } else {
 
                 tmpShape.holes.push( tmpPath );
 
             }
 
         }
 
         shapes.push( tmpShape );
 
     }
 
     //console.log("shape", shapes);
 
     return shapes;
 
 };
 
 /**
  * @author zz85 / http://www.lab4games.net/zz85/blog
  * Defines a 2d shape plane using paths.
  **/
 
 // STEP 1 Create a path.
 // STEP 2 Turn path into shape.
 // STEP 3 ExtrudeGeometry takes in Shape/Shapes
 // STEP 3a - Extract points from each shape, turn to vertices
 // STEP 3b - Triangulate each shape, add faces.
 
 THREE.Shape = function () {
 
     THREE.Path.apply( this, arguments );
     this.holes = [];
 
 };
 
 THREE.Shape.prototype = Object.create( THREE.Path.prototype );
 
 // Convenience method to return ExtrudeGeometry
 
 THREE.Shape.prototype.extrude = function ( options ) {
 
     var extruded = new THREE.ExtrudeGeometry( this, options );
     return extruded;
 
 };
 
 // Convenience method to return ShapeGeometry
 
 THREE.Shape.prototype.makeGeometry = function ( options ) {
 
     var geometry = new THREE.ShapeGeometry( this, options );
     return geometry;
 
 };
 
 // Get points of holes
 
 THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
 
     var i, il = this.holes.length, holesPts = [];
 
     for ( i = 0; i < il; i ++ ) {
 
         holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
 
     }
 
     return holesPts;
 
 };
 
 // Get points of holes (spaced by regular distance)
 
 THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
 
     var i, il = this.holes.length, holesPts = [];
 
     for ( i = 0; i < il; i ++ ) {
 
         holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
 
     }
 
     return holesPts;
 
 };
 
 
 // Get points of shape and holes (keypoints based on segments parameter)
 
 THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
 
     return {
 
         shape: this.getTransformedPoints( divisions ),
         holes: this.getPointsHoles( divisions )
 
     };
 
 };
 
 THREE.Shape.prototype.extractPoints = function ( divisions ) {
 
     if (this.useSpacedPoints) {
         return this.extractAllSpacedPoints(divisions);
     }
 
     return this.extractAllPoints(divisions);
 
 };
 
 //
 // THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
 //
 // 	return {
 //
 // 		shape: this.transform( bend, divisions ),
 // 		holes: this.getPointsHoles( divisions, bend )
 //
 // 	};
 //
 // };
 
 // Get points of shape and holes (spaced by regular distance)
 
 THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
 
     return {
 
         shape: this.getTransformedSpacedPoints( divisions ),
         holes: this.getSpacedPointsHoles( divisions )
 
     };
 
 };
 
 /**************************************************************
  *	Utils
  **************************************************************/
 
 THREE.Shape.Utils = {
 
     /*
         contour - array of vector2 for contour
         holes   - array of array of vector2
     */
 
     removeHoles: function ( contour, holes ) {
 
         var shape = contour.concat(); // work on this shape
         var allpoints = shape.concat();
 
         /* For each isolated shape, find the closest points and break to the hole to allow triangulation */
 
 
         var prevShapeVert, nextShapeVert,
             prevHoleVert, nextHoleVert,
             holeIndex, shapeIndex,
             shapeId, shapeGroup,
             h, h2,
             hole, shortest, d,
             p, pts1, pts2,
             tmpShape1, tmpShape2,
             tmpHole1, tmpHole2,
             verts = [];
 
         for ( h = 0; h < holes.length; h ++ ) {
 
             hole = holes[ h ];
 
             /*
             shapeholes[ h ].concat(); // preserves original
             holes.push( hole );
             */
 
             Array.prototype.push.apply( allpoints, hole );
 
             shortest = Number.POSITIVE_INFINITY;
 
 
             // Find the shortest pair of pts between shape and hole
 
             // Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n)
             // Using distanceToSquared() intead of distanceTo() should speed a little
             // since running square roots operations are reduced.
 
             for ( h2 = 0; h2 < hole.length; h2 ++ ) {
 
                 pts1 = hole[ h2 ];
                 var dist = [];
 
                 for ( p = 0; p < shape.length; p++ ) {
 
                     pts2 = shape[ p ];
                     d = pts1.distanceToSquared( pts2 );
                     dist.push( d );
 
                     if ( d < shortest ) {
 
                         shortest = d;
                         holeIndex = h2;
                         shapeIndex = p;
 
                     }
 
                 }
 
             }
 
             //console.log("shortest", shortest, dist);
 
             prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
             prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
 
             var areaapts = [
 
                 hole[ holeIndex ],
                 shape[ shapeIndex ],
                 shape[ prevShapeVert ]
 
             ];
 
             var areaa = THREE.FontUtils.Triangulate.area( areaapts );
 
             var areabpts = [
 
                 hole[ holeIndex ],
                 hole[ prevHoleVert ],
                 shape[ shapeIndex ]
 
             ];
 
             var areab = THREE.FontUtils.Triangulate.area( areabpts );
 
             var shapeOffset = 1;
             var holeOffset = -1;
 
             var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex;
             shapeIndex += shapeOffset;
             holeIndex += holeOffset;
 
             if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
             shapeIndex %= shape.length;
 
             if ( holeIndex < 0 ) { holeIndex += hole.length;  }
             holeIndex %= hole.length;
 
             prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
             prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
 
             areaapts = [
 
                 hole[ holeIndex ],
                 shape[ shapeIndex ],
                 shape[ prevShapeVert ]
 
             ];
 
             var areaa2 = THREE.FontUtils.Triangulate.area( areaapts );
 
             areabpts = [
 
                 hole[ holeIndex ],
                 hole[ prevHoleVert ],
                 shape[ shapeIndex ]
 
             ];
 
             var areab2 = THREE.FontUtils.Triangulate.area( areabpts );
             //console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ),  ( areaa2 + areab2 ));
 
             if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) {
 
                 // In case areas are not correct.
                 //console.log("USE THIS");
 
                 shapeIndex = oldShapeIndex;
                 holeIndex = oldHoleIndex ;
 
                 if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
                 shapeIndex %= shape.length;
 
                 if ( holeIndex < 0 ) { holeIndex += hole.length;  }
                 holeIndex %= hole.length;
 
                 prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
                 prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
 
             } else {
 
                 //console.log("USE THAT ")
 
             }
 
             tmpShape1 = shape.slice( 0, shapeIndex );
             tmpShape2 = shape.slice( shapeIndex );
             tmpHole1 = hole.slice( holeIndex );
             tmpHole2 = hole.slice( 0, holeIndex );
 
             // Should check orders here again?
 
             var trianglea = [
 
                 hole[ holeIndex ],
                 shape[ shapeIndex ],
                 shape[ prevShapeVert ]
 
             ];
 
             var triangleb = [
 
                 hole[ holeIndex ] ,
                 hole[ prevHoleVert ],
                 shape[ shapeIndex ]
 
             ];
 
             verts.push( trianglea );
             verts.push( triangleb );
 
             shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
 
         }
 
         return {
 
             shape:shape, 		/* shape with no holes */
             isolatedPts: verts, /* isolated faces */
             allpoints: allpoints
 
         }
 
 
     },
 
     triangulateShape: function ( contour, holes ) {
 
         var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes );
 
         var shape = shapeWithoutHoles.shape,
             allpoints = shapeWithoutHoles.allpoints,
             isolatedPts = shapeWithoutHoles.isolatedPts;
 
         var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape
 
         // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
 
         //console.log( "triangles",triangles, triangles.length );
         //console.log( "allpoints",allpoints, allpoints.length );
 
         var i, il, f, face,
             key, index,
             allPointsMap = {},
             isolatedPointsMap = {};
 
         // prepare all points map
 
         for ( i = 0, il = allpoints.length; i < il; i ++ ) {
 
             key = allpoints[ i ].x + ":" + allpoints[ i ].y;
 
             if ( allPointsMap[ key ] !== undefined ) {
 
                 console.log( "Duplicate point", key );
 
             }
 
             allPointsMap[ key ] = i;
 
         }
 
         // check all face vertices against all points map
 
         for ( i = 0, il = triangles.length; i < il; i ++ ) {
 
             face = triangles[ i ];
 
             for ( f = 0; f < 3; f ++ ) {
 
                 key = face[ f ].x + ":" + face[ f ].y;
 
                 index = allPointsMap[ key ];
 
                 if ( index !== undefined ) {
 
                     face[ f ] = index;
 
                 }
 
             }
 
         }
 
         // check isolated points vertices against all points map
 
         for ( i = 0, il = isolatedPts.length; i < il; i ++ ) {
 
             face = isolatedPts[ i ];
 
             for ( f = 0; f < 3; f ++ ) {
 
                 key = face[ f ].x + ":" + face[ f ].y;
 
                 index = allPointsMap[ key ];
 
                 if ( index !== undefined ) {
 
                     face[ f ] = index;
 
                 }
 
             }
 
         }
 
         return triangles.concat( isolatedPts );
 
     }, // end triangulate shapes
 
     /*
     triangulate2 : function( pts, holes ) {
 
         // For use with Poly2Tri.js
 
         var allpts = pts.concat();
         var shape = [];
         for (var p in pts) {
             shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y));
         }
 
         var swctx = new js.poly2tri.SweepContext(shape);
 
         for (var h in holes) {
             var aHole = holes[h];
             var newHole = []
             for (i in aHole) {
                 newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y));
                 allpts.push(aHole[i]);
             }
             swctx.AddHole(newHole);
         }
 
         var find;
         var findIndexForPt = function (pt) {
             find = new THREE.Vector2(pt.x, pt.y);
             var p;
             for (p=0, pl = allpts.length; p<pl; p++) {
                 if (allpts[p].equals(find)) return p;
             }
             return -1;
         };
 
         // triangulate
         js.poly2tri.sweep.Triangulate(swctx);
 
         var triangles =  swctx.GetTriangles();
         var tr ;
         var facesPts = [];
         for (var t in triangles) {
             tr =  triangles[t];
             facesPts.push([
                 findIndexForPt(tr.GetPoint(0)),
                 findIndexForPt(tr.GetPoint(1)),
                 findIndexForPt(tr.GetPoint(2))
                     ]);
         }
 
 
     //	console.log(facesPts);
     //	console.log("triangles", triangles.length, triangles);
 
         // Returns array of faces with 3 element each
     return facesPts;
     },
 */
 
     isClockWise: function ( pts ) {
 
         return THREE.FontUtils.Triangulate.area( pts ) < 0;
 
     },
 
     // Bezier Curves formulas obtained from
     // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
 
     // Quad Bezier Functions
 
     b2p0: function ( t, p ) {
 
         var k = 1 - t;
         return k * k * p;
 
     },
 
     b2p1: function ( t, p ) {
 
         return 2 * ( 1 - t ) * t * p;
 
     },
 
     b2p2: function ( t, p ) {
 
         return t * t * p;
 
     },
 
     b2: function ( t, p0, p1, p2 ) {
 
         return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
 
     },
 
     // Cubic Bezier Functions
 
     b3p0: function ( t, p ) {
 
         var k = 1 - t;
         return k * k * k * p;
 
     },
 
     b3p1: function ( t, p ) {
 
         var k = 1 - t;
         return 3 * k * k * t * p;
 
     },
 
     b3p2: function ( t, p ) {
 
         var k = 1 - t;
         return 3 * k * t * t * p;
 
     },
 
     b3p3: function ( t, p ) {
 
         return t * t * t * p;
 
     },
 
     b3: function ( t, p0, p1, p2, p3 ) {
 
         return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) +  this.b3p3( t, p3 );
 
     }
 
 };
 
 
 /**************************************************************
  *	Line
  **************************************************************/
 
 THREE.LineCurve = function ( v1, v2 ) {
 
     this.v1 = v1;
     this.v2 = v2;
 
 };
 
 THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
 
 THREE.LineCurve.prototype.getPoint = function ( t ) {
 
     var point = this.v2.clone().sub(this.v1);
     point.multiplyScalar( t ).add( this.v1 );
 
     return point;
 
 };
 
 // Line curve is linear, so we can overwrite default getPointAt
 
 THREE.LineCurve.prototype.getPointAt = function ( u ) {
 
     return this.getPoint( u );
 
 };
 
 THREE.LineCurve.prototype.getTangent = function( t ) {
 
     var tangent = this.v2.clone().sub(this.v1);
 
     return tangent.normalize();
 
 };
 /**************************************************************
  *	Quadratic Bezier curve
  **************************************************************/
 
 
 THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
 
     this.v0 = v0;
     this.v1 = v1;
     this.v2 = v2;
 
 };
 
 THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
 
 
 THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
 
     var tx, ty;
 
     tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
     ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
 
     return new THREE.Vector2( tx, ty );
 
 };
 
 
 THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
 
     var tx, ty;
 
     tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
     ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
 
     // returns unit vector
 
     var tangent = new THREE.Vector2( tx, ty );
     tangent.normalize();
 
     return tangent;
 
 };
 /**************************************************************
  *	Cubic Bezier curve
  **************************************************************/
 
 THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
 
     this.v0 = v0;
     this.v1 = v1;
     this.v2 = v2;
     this.v3 = v3;
 
 };
 
 THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
 
 THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
 
     var tx, ty;
 
     tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
     ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
 
     return new THREE.Vector2( tx, ty );
 
 };
 
 THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
 
     var tx, ty;
 
     tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
     ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
 
     var tangent = new THREE.Vector2( tx, ty );
     tangent.normalize();
 
     return tangent;
 
 };
 /**************************************************************
  *	Spline curve
  **************************************************************/
 
 THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
 
     this.points = (points == undefined) ? [] : points;
 
 };
 
 THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
 
 THREE.SplineCurve.prototype.getPoint = function ( t ) {
 
     var v = new THREE.Vector2();
     var c = [];
     var points = this.points, point, intPoint, weight;
     point = ( points.length - 1 ) * t;
 
     intPoint = Math.floor( point );
     weight = point - intPoint;
 
     c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
     c[ 1 ] = intPoint;
     c[ 2 ] = intPoint  > points.length - 2 ? points.length -1 : intPoint + 1;
     c[ 3 ] = intPoint  > points.length - 3 ? points.length -1 : intPoint + 2;
 
     v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
     v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
 
     return v;
 
 };
 /**************************************************************
  *	Ellipse curve
  **************************************************************/
 
 THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius,
                             aStartAngle, aEndAngle,
                             aClockwise ) {
 
     this.aX = aX;
     this.aY = aY;
 
     this.xRadius = xRadius;
     this.yRadius = yRadius;
 
     this.aStartAngle = aStartAngle;
     this.aEndAngle = aEndAngle;
 
     this.aClockwise = aClockwise;
 
 };
 
 THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
 
 THREE.EllipseCurve.prototype.getPoint = function ( t ) {
 
     var deltaAngle = this.aEndAngle - this.aStartAngle;
 
     if ( !this.aClockwise ) {
 
         t = 1 - t;
 
     }
 
     var angle = this.aStartAngle + t * deltaAngle;
 
     var tx = this.aX + this.xRadius * Math.cos( angle );
     var ty = this.aY + this.yRadius * Math.sin( angle );
 
     return new THREE.Vector2( tx, ty );
 
 };
 /**************************************************************
  *	Arc curve
  **************************************************************/
 
 THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
 
     THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
 };
 
 THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
 /**************************************************************
  *	Line3D
  **************************************************************/
 
 THREE.LineCurve3 = THREE.Curve.create(
 
     function ( v1, v2 ) {
 
         this.v1 = v1;
         this.v2 = v2;
 
     },
 
     function ( t ) {
 
         var r = new THREE.Vector3();
 
 
         r.subVectors( this.v2, this.v1 ); // diff
         r.multiplyScalar( t );
         r.add( this.v1 );
 
         return r;
 
     }
 
 );
 
 /**************************************************************
  *	Quadratic Bezier 3D curve
  **************************************************************/
 
 THREE.QuadraticBezierCurve3 = THREE.Curve.create(
 
     function ( v0, v1, v2 ) {
 
         this.v0 = v0;
         this.v1 = v1;
         this.v2 = v2;
 
     },
 
     function ( t ) {
 
         var tx, ty, tz;
 
         tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
         ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
         tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
 
         return new THREE.Vector3( tx, ty, tz );
 
     }
 
 );
 /**************************************************************
  *	Cubic Bezier 3D curve
  **************************************************************/
 
 THREE.CubicBezierCurve3 = THREE.Curve.create(
 
     function ( v0, v1, v2, v3 ) {
 
         this.v0 = v0;
         this.v1 = v1;
         this.v2 = v2;
         this.v3 = v3;
 
     },
 
     function ( t ) {
 
         var tx, ty, tz;
 
         tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
         ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
         tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
 
         return new THREE.Vector3( tx, ty, tz );
 
     }
 
 );
 /**************************************************************
  *	Spline 3D curve
  **************************************************************/
 
 
 THREE.SplineCurve3 = THREE.Curve.create(
 
     function ( points /* array of Vector3 */) {
 
         this.points = (points == undefined) ? [] : points;
 
     },
 
     function ( t ) {
 
         var v = new THREE.Vector3();
         var c = [];
         var points = this.points, point, intPoint, weight;
         point = ( points.length - 1 ) * t;
 
         intPoint = Math.floor( point );
         weight = point - intPoint;
 
         c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
         c[ 1 ] = intPoint;
         c[ 2 ] = intPoint  > points.length - 2 ? points.length - 1 : intPoint + 1;
         c[ 3 ] = intPoint  > points.length - 3 ? points.length - 1 : intPoint + 2;
 
         var pt0 = points[ c[0] ],
             pt1 = points[ c[1] ],
             pt2 = points[ c[2] ],
             pt3 = points[ c[3] ];
 
         v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
         v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
         v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
 
         return v;
 
     }
 
 );
 
 
 // THREE.SplineCurve3.prototype.getTangent = function(t) {
 // 		var v = new THREE.Vector3();
 // 		var c = [];
 // 		var points = this.points, point, intPoint, weight;
 // 		point = ( points.length - 1 ) * t;
 
 // 		intPoint = Math.floor( point );
 // 		weight = point - intPoint;
 
 // 		c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
 // 		c[ 1 ] = intPoint;
 // 		c[ 2 ] = intPoint  > points.length - 2 ? points.length - 1 : intPoint + 1;
 // 		c[ 3 ] = intPoint  > points.length - 3 ? points.length - 1 : intPoint + 2;
 
 // 		var pt0 = points[ c[0] ],
 // 			pt1 = points[ c[1] ],
 // 			pt2 = points[ c[2] ],
 // 			pt3 = points[ c[3] ];
 
 // 	// t = weight;
 // 	v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
 // 	v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
 // 	v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
 
 // 	return v;
 
 // }
 /**************************************************************
  *	Closed Spline 3D curve
  **************************************************************/
 
 
 THREE.ClosedSplineCurve3 = THREE.Curve.create(
 
     function ( points /* array of Vector3 */) {
 
         this.points = (points == undefined) ? [] : points;
 
     },
 
     function ( t ) {
 
         var v = new THREE.Vector3();
         var c = [];
         var points = this.points, point, intPoint, weight;
         point = ( points.length - 0 ) * t;
             // This needs to be from 0-length +1
 
         intPoint = Math.floor( point );
         weight = point - intPoint;
 
         intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
         c[ 0 ] = ( intPoint - 1 ) % points.length;
         c[ 1 ] = ( intPoint ) % points.length;
         c[ 2 ] = ( intPoint + 1 ) % points.length;
         c[ 3 ] = ( intPoint + 2 ) % points.length;
 
         v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
         v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
         v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
 
         return v;
 
     }
 
 );
 /**
  * @author mikael emtinger / http://gomo.se/
  */
 
 THREE.AnimationHandler = (function() {
 
     var playing = [];
     var library = {};
     var that    = {};
 
 
     //--- update ---
 
     that.update = function( deltaTimeMS ) {
 
         for( var i = 0; i < playing.length; i ++ )
             playing[ i ].update( deltaTimeMS );
 
     };
 
 
     //--- add ---
 
     that.addToUpdate = function( animation ) {
 
         if ( playing.indexOf( animation ) === -1 )
             playing.push( animation );
 
     };
 
 
     //--- remove ---
 
     that.removeFromUpdate = function( animation ) {
 
         var index = playing.indexOf( animation );
 
         if( index !== -1 )
             playing.splice( index, 1 );
 
     };
 
 
     //--- add ---
 
     that.add = function( data ) {
 
         if ( library[ data.name ] !== undefined )
             console.log( "THREE.AnimationHandler.add: Warning! " + data.name + " already exists in library. Overwriting." );
 
         library[ data.name ] = data;
         initData( data );
 
     };
 
 
     //--- get ---
 
     that.get = function( name ) {
 
         if ( typeof name === "string" ) {
 
             if ( library[ name ] ) {
 
                 return library[ name ];
 
             } else {
 
                 console.log( "THREE.AnimationHandler.get: Couldn't find animation " + name );
                 return null;
 
             }
 
         } else {
 
             // todo: add simple tween library
 
         }
 
     };
 
     //--- parse ---
 
     that.parse = function( root ) {
 
         // setup hierarchy
 
         var hierarchy = [];
 
         if ( root instanceof THREE.SkinnedMesh ) {
 
             for( var b = 0; b < root.bones.length; b++ ) {
 
                 hierarchy.push( root.bones[ b ] );
 
             }
 
         } else {
 
             parseRecurseHierarchy( root, hierarchy );
 
         }
 
         return hierarchy;
 
     };
 
     var parseRecurseHierarchy = function( root, hierarchy ) {
 
         hierarchy.push( root );
 
         for( var c = 0; c < root.children.length; c++ )
             parseRecurseHierarchy( root.children[ c ], hierarchy );
 
     }
 
 
     //--- init data ---
 
     var initData = function( data ) {
 
         if( data.initialized === true )
             return;
 
 
         // loop through all keys
 
         for( var h = 0; h < data.hierarchy.length; h ++ ) {
 
             for( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
 
                 // remove minus times
 
                 if( data.hierarchy[ h ].keys[ k ].time < 0 )
                     data.hierarchy[ h ].keys[ k ].time = 0;
 
 
                 // create quaternions
 
                 if( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
                  !( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
 
                     var quat = data.hierarchy[ h ].keys[ k ].rot;
                     data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion( quat[0], quat[1], quat[2], quat[3] );
 
                 }
 
             }
 
 
             // prepare morph target keys
 
             if( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
 
                 // get all used
 
                 var usedMorphTargets = {};
 
                 for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
 
                     for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
 
                         var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
                         usedMorphTargets[ morphTargetName ] = -1;
 
                     }
 
                 }
 
                 data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
 
 
                 // set all used on all frames
 
                 for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
 
                     var influences = {};
 
                     for ( var morphTargetName in usedMorphTargets ) {
 
                         for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
 
                             if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
 
                                 influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
                                 break;
 
                             }
 
                         }
 
                         if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
 
                             influences[ morphTargetName ] = 0;
 
                         }
 
                     }
 
                     data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
 
                 }
 
             }
 
 
             // remove all keys that are on the same time
 
             for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
 
                 if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
 
                     data.hierarchy[ h ].keys.splice( k, 1 );
                     k --;
 
                 }
 
             }
 
 
             // set index
 
             for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
 
                 data.hierarchy[ h ].keys[ k ].index = k;
 
             }
 
         }
 
 
         // JIT
 
         var lengthInFrames = parseInt( data.length * data.fps, 10 );
 
         data.JIT = {};
         data.JIT.hierarchy = [];
 
         for( var h = 0; h < data.hierarchy.length; h ++ )
             data.JIT.hierarchy.push( new Array( lengthInFrames ) );
 
 
         // done
 
         data.initialized = true;
 
     };
 
 
     // interpolation types
 
     that.LINEAR = 0;
     that.CATMULLROM = 1;
     that.CATMULLROM_FORWARD = 2;
 
     return that;
 
 }());
 
 /**
  * @author mikael emtinger / http://gomo.se/
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.Animation = function ( root, name, interpolationType ) {
 
     this.root = root;
     this.data = THREE.AnimationHandler.get( name );
     this.hierarchy = THREE.AnimationHandler.parse( root );
 
     this.currentTime = 0;
     this.timeScale = 1;
 
     this.isPlaying = false;
     this.isPaused = true;
     this.loop = true;
 
     this.interpolationType = interpolationType !== undefined ? interpolationType : THREE.AnimationHandler.LINEAR;
 
     this.points = [];
     this.target = new THREE.Vector3();
 
 };
 
 THREE.Animation.prototype.play = function ( loop, startTimeMS ) {
 
     if ( this.isPlaying === false ) {
 
         this.isPlaying = true;
         this.loop = loop !== undefined ? loop : true;
         this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
 
         // reset key cache
 
         var h, hl = this.hierarchy.length,
             object;
 
         for ( h = 0; h < hl; h ++ ) {
 
             object = this.hierarchy[ h ];
 
             object.matrixAutoUpdate = true;
 
             if ( object.animationCache === undefined ) {
 
                 object.animationCache = {};
                 object.animationCache.prevKey = { pos: 0, rot: 0, scl: 0 };
                 object.animationCache.nextKey = { pos: 0, rot: 0, scl: 0 };
                 object.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
 
             }
 
             var prevKey = object.animationCache.prevKey;
             var nextKey = object.animationCache.nextKey;
 
             prevKey.pos = this.data.hierarchy[ h ].keys[ 0 ];
             prevKey.rot = this.data.hierarchy[ h ].keys[ 0 ];
             prevKey.scl = this.data.hierarchy[ h ].keys[ 0 ];
 
             nextKey.pos = this.getNextKeyWith( "pos", h, 1 );
             nextKey.rot = this.getNextKeyWith( "rot", h, 1 );
             nextKey.scl = this.getNextKeyWith( "scl", h, 1 );
 
         }
 
         this.update( 0 );
 
     }
 
     this.isPaused = false;
 
     THREE.AnimationHandler.addToUpdate( this );
 
 };
 
 
 THREE.Animation.prototype.pause = function() {
 
     if ( this.isPaused === true ) {
 
         THREE.AnimationHandler.addToUpdate( this );
 
     } else {
 
         THREE.AnimationHandler.removeFromUpdate( this );
 
     }
 
     this.isPaused = !this.isPaused;
 
 };
 
 
 THREE.Animation.prototype.stop = function() {
 
     this.isPlaying = false;
     this.isPaused  = false;
     THREE.AnimationHandler.removeFromUpdate( this );
 
 };
 
 
 THREE.Animation.prototype.update = function ( deltaTimeMS ) {
 
     // early out
 
     if ( this.isPlaying === false ) return;
 
 
     // vars
 
     var types = [ "pos", "rot", "scl" ];
     var type;
     var scale;
     var vector;
     var prevXYZ, nextXYZ;
     var prevKey, nextKey;
     var object;
     var animationCache;
     var frame;
     var JIThierarchy = this.data.JIT.hierarchy;
     var currentTime, unloopedCurrentTime;
     var currentPoint, forwardPoint, angle;
 
 
     this.currentTime += deltaTimeMS * this.timeScale;
 
     unloopedCurrentTime = this.currentTime;
     currentTime = this.currentTime = this.currentTime % this.data.length;
     frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
 
 
     for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
 
         object = this.hierarchy[ h ];
         animationCache = object.animationCache;
 
         // loop through pos/rot/scl
 
         for ( var t = 0; t < 3; t ++ ) {
 
             // get keys
 
             type    = types[ t ];
             prevKey = animationCache.prevKey[ type ];
             nextKey = animationCache.nextKey[ type ];
 
             // switch keys?
 
             if ( nextKey.time <= unloopedCurrentTime ) {
 
                 // did we loop?
 
                 if ( currentTime < unloopedCurrentTime ) {
 
                     if ( this.loop ) {
 
                         prevKey = this.data.hierarchy[ h ].keys[ 0 ];
                         nextKey = this.getNextKeyWith( type, h, 1 );
 
                         while( nextKey.time < currentTime ) {
 
                             prevKey = nextKey;
                             nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
 
                         }
 
                     } else {
 
                         this.stop();
                         return;
 
                     }
 
                 } else {
 
                     do {
 
                         prevKey = nextKey;
                         nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
 
                     } while( nextKey.time < currentTime )
 
                 }
 
                 animationCache.prevKey[ type ] = prevKey;
                 animationCache.nextKey[ type ] = nextKey;
 
             }
 
 
             object.matrixAutoUpdate = true;
             object.matrixWorldNeedsUpdate = true;
 
             scale = ( currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
             prevXYZ = prevKey[ type ];
             nextXYZ = nextKey[ type ];
 
 
             // check scale error
 
             if ( scale < 0 || scale > 1 ) {
 
                 console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h );
                 scale = scale < 0 ? 0 : 1;
 
             }
 
             // interpolate
 
             if ( type === "pos" ) {
 
                 vector = object.position;
 
                 if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
 
                     vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
                     vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
                     vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
 
                 } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
                             this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
 
                     this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
                     this.points[ 1 ] = prevXYZ;
                     this.points[ 2 ] = nextXYZ;
                     this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
 
                     scale = scale * 0.33 + 0.33;
 
                     currentPoint = this.interpolateCatmullRom( this.points, scale );
 
                     vector.x = currentPoint[ 0 ];
                     vector.y = currentPoint[ 1 ];
                     vector.z = currentPoint[ 2 ];
 
                     if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
 
                         forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 );
 
                         this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
                         this.target.sub( vector );
                         this.target.y = 0;
                         this.target.normalize();
 
                         angle = Math.atan2( this.target.x, this.target.z );
                         object.rotation.set( 0, angle, 0 );
 
                     }
 
                 }
 
             } else if ( type === "rot" ) {
 
                 THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale );
 
             } else if ( type === "scl" ) {
 
                 vector = object.scale;
 
                 vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
                 vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
                 vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
 
             }
 
         }
 
     }
 
 };
 
 // Catmull-Rom spline
 
 THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) {
 
     var c = [], v3 = [],
     point, intPoint, weight, w2, w3,
     pa, pb, pc, pd;
 
     point = ( points.length - 1 ) * scale;
     intPoint = Math.floor( point );
     weight = point - intPoint;
 
     c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
     c[ 1 ] = intPoint;
     c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
     c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
 
     pa = points[ c[ 0 ] ];
     pb = points[ c[ 1 ] ];
     pc = points[ c[ 2 ] ];
     pd = points[ c[ 3 ] ];
 
     w2 = weight * weight;
     w3 = weight * w2;
 
     v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
     v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
     v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
 
     return v3;
 
 };
 
 THREE.Animation.prototype.interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
 
     var v0 = ( p2 - p0 ) * 0.5,
         v1 = ( p3 - p1 ) * 0.5;
 
     return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
 
 };
 
 
 
 // Get next key with
 
 THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
 
     var keys = this.data.hierarchy[ h ].keys;
 
     if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
          this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
 
         key = key < keys.length - 1 ? key : keys.length - 1;
 
     } else {
 
         key = key % keys.length;
 
     }
 
     for ( ; key < keys.length; key++ ) {
 
         if ( keys[ key ][ type ] !== undefined ) {
 
             return keys[ key ];
 
         }
 
     }
 
     return this.data.hierarchy[ h ].keys[ 0 ];
 
 };
 
 // Get previous key with
 
 THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
 
     var keys = this.data.hierarchy[ h ].keys;
 
     if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
          this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
 
         key = key > 0 ? key : 0;
 
     } else {
 
         key = key >= 0 ? key : key + keys.length;
 
     }
 
 
     for ( ; key >= 0; key -- ) {
 
         if ( keys[ key ][ type ] !== undefined ) {
 
             return keys[ key ];
 
         }
 
     }
 
     return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
 
 };
 
 /**
  * @author mikael emtinger / http://gomo.se/
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  * @author khang duong
  * @author erik kitson
  */
 
 THREE.KeyFrameAnimation = function( root, data, JITCompile ) {
 
     this.root = root;
     this.data = THREE.AnimationHandler.get( data );
     this.hierarchy = THREE.AnimationHandler.parse( root );
     this.currentTime = 0;
     this.timeScale = 0.001;
     this.isPlaying = false;
     this.isPaused = true;
     this.loop = true;
     this.JITCompile = JITCompile !== undefined ? JITCompile : true;
 
     // initialize to first keyframes
 
     for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
 
         var keys = this.data.hierarchy[h].keys,
             sids = this.data.hierarchy[h].sids,
             obj = this.hierarchy[h];
 
         if ( keys.length && sids ) {
 
             for ( var s = 0; s < sids.length; s++ ) {
 
                 var sid = sids[ s ],
                     next = this.getNextKeyWith( sid, h, 0 );
 
                 if ( next ) {
 
                     next.apply( sid );
 
                 }
 
             }
 
             obj.matrixAutoUpdate = false;
             this.data.hierarchy[h].node.updateMatrix();
             obj.matrixWorldNeedsUpdate = true;
 
         }
 
     }
 
 };
 
 // Play
 
 THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) {
 
     if( !this.isPlaying ) {
 
         this.isPlaying = true;
         this.loop = loop !== undefined ? loop : true;
         this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
         this.startTimeMs = startTimeMS;
         this.startTime = 10000000;
         this.endTime = -this.startTime;
 
 
         // reset key cache
 
         var h, hl = this.hierarchy.length,
             object,
             node;
 
         for ( h = 0; h < hl; h++ ) {
 
             object = this.hierarchy[ h ];
             node = this.data.hierarchy[ h ];
 
             if ( node.animationCache === undefined ) {
 
                 node.animationCache = {};
                 node.animationCache.prevKey = null;
                 node.animationCache.nextKey = null;
                 node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
 
             }
 
             var keys = this.data.hierarchy[h].keys;
 
             if (keys.length) {
 
                 node.animationCache.prevKey = keys[ 0 ];
                 node.animationCache.nextKey = keys[ 1 ];
 
                 this.startTime = Math.min( keys[0].time, this.startTime );
                 this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
 
             }
 
         }
 
         this.update( 0 );
 
     }
 
     this.isPaused = false;
 
     THREE.AnimationHandler.addToUpdate( this );
 
 };
 
 
 
 // Pause
 
 THREE.KeyFrameAnimation.prototype.pause = function() {
 
     if( this.isPaused ) {
 
         THREE.AnimationHandler.addToUpdate( this );
 
     } else {
 
         THREE.AnimationHandler.removeFromUpdate( this );
 
     }
 
     this.isPaused = !this.isPaused;
 
 };
 
 
 // Stop
 
 THREE.KeyFrameAnimation.prototype.stop = function() {
 
     this.isPlaying = false;
     this.isPaused  = false;
     THREE.AnimationHandler.removeFromUpdate( this );
 
 
     // reset JIT matrix and remove cache
 
     for ( var h = 0; h < this.data.hierarchy.length; h++ ) {
         
         var obj = this.hierarchy[ h ];
         var node = this.data.hierarchy[ h ];
 
         if ( node.animationCache !== undefined ) {
 
             var original = node.animationCache.originalMatrix;
 
             if( obj instanceof THREE.Bone ) {
 
                 original.copy( obj.skinMatrix );
                 obj.skinMatrix = original;
 
             } else {
 
                 original.copy( obj.matrix );
                 obj.matrix = original;
 
             }
 
             delete node.animationCache;
 
         }
 
     }
 
 };
 
 
 // Update
 
 THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) {
 
     // early out
 
     if( !this.isPlaying ) return;
 
 
     // vars
 
     var prevKey, nextKey;
     var object;
     var node;
     var frame;
     var JIThierarchy = this.data.JIT.hierarchy;
     var currentTime, unloopedCurrentTime;
     var looped;
 
 
     // update
 
     this.currentTime += deltaTimeMS * this.timeScale;
 
     unloopedCurrentTime = this.currentTime;
     currentTime         = this.currentTime = this.currentTime % this.data.length;
 
     // if looped around, the current time should be based on the startTime
     if ( currentTime < this.startTimeMs ) {
 
         currentTime = this.currentTime = this.startTimeMs + currentTime;
 
     }
 
     frame               = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
     looped 				= currentTime < unloopedCurrentTime;
 
     if ( looped && !this.loop ) {
 
         // Set the animation to the last keyframes and stop
         for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
 
             var keys = this.data.hierarchy[h].keys,
                 sids = this.data.hierarchy[h].sids,
                 end = keys.length-1,
                 obj = this.hierarchy[h];
 
             if ( keys.length ) {
 
                 for ( var s = 0; s < sids.length; s++ ) {
 
                     var sid = sids[ s ],
                         prev = this.getPrevKeyWith( sid, h, end );
 
                     if ( prev ) {
                         prev.apply( sid );
 
                     }
 
                 }
 
                 this.data.hierarchy[h].node.updateMatrix();
                 obj.matrixWorldNeedsUpdate = true;
 
             }
 
         }
 
         this.stop();
         return;
 
     }
 
     // check pre-infinity
     if ( currentTime < this.startTime ) {
 
         return;
 
     }
 
     // update
 
     for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
 
         object = this.hierarchy[ h ];
         node = this.data.hierarchy[ h ];
 
         var keys = node.keys,
             animationCache = node.animationCache;
 
         // use JIT?
 
         if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) {
 
             if( object instanceof THREE.Bone ) {
 
                 object.skinMatrix = JIThierarchy[ h ][ frame ];
                 object.matrixWorldNeedsUpdate = false;
 
             } else {
 
                 object.matrix = JIThierarchy[ h ][ frame ];
                 object.matrixWorldNeedsUpdate = true;
 
             }
 
         // use interpolation
 
         } else if ( keys.length ) {
 
             // make sure so original matrix and not JIT matrix is set
 
             if ( this.JITCompile && animationCache ) {
 
                 if( object instanceof THREE.Bone ) {
 
                     object.skinMatrix = animationCache.originalMatrix;
 
                 } else {
 
                     object.matrix = animationCache.originalMatrix;
 
                 }
 
             }
 
             prevKey = animationCache.prevKey;
             nextKey = animationCache.nextKey;
 
             if ( prevKey && nextKey ) {
 
                 // switch keys?
 
                 if ( nextKey.time <= unloopedCurrentTime ) {
 
                     // did we loop?
 
                     if ( looped && this.loop ) {
 
                         prevKey = keys[ 0 ];
                         nextKey = keys[ 1 ];
 
                         while ( nextKey.time < currentTime ) {
 
                             prevKey = nextKey;
                             nextKey = keys[ prevKey.index + 1 ];
 
                         }
 
                     } else if ( !looped ) {
 
                         var lastIndex = keys.length - 1;
 
                         while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) {
 
                             prevKey = nextKey;
                             nextKey = keys[ prevKey.index + 1 ];
 
                         }
 
                     }
 
                     animationCache.prevKey = prevKey;
                     animationCache.nextKey = nextKey;
 
                 }
                 if(nextKey.time >= currentTime)
                     prevKey.interpolate( nextKey, currentTime );
                 else
                     prevKey.interpolate( nextKey, nextKey.time);
 
             }
 
             this.data.hierarchy[h].node.updateMatrix();
             object.matrixWorldNeedsUpdate = true;
 
         }
 
     }
 
     // update JIT?
 
     if ( this.JITCompile ) {
 
         if ( JIThierarchy[ 0 ][ frame ] === undefined ) {
 
             this.hierarchy[ 0 ].updateMatrixWorld( true );
 
             for ( var h = 0; h < this.hierarchy.length; h++ ) {
 
                 if( this.hierarchy[ h ] instanceof THREE.Bone ) {
 
                     JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone();
 
                 } else {
 
                     JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone();
 
                 }
 
             }
 
         }
 
     }
 
 };
 
 // Get next key with
 
 THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
 
     var keys = this.data.hierarchy[ h ].keys;
     key = key % keys.length;
 
     for ( ; key < keys.length; key++ ) {
 
         if ( keys[ key ].hasTarget( sid ) ) {
 
             return keys[ key ];
 
         }
 
     }
 
     return keys[ 0 ];
 
 };
 
 // Get previous key with
 
 THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
 
     var keys = this.data.hierarchy[ h ].keys;
     key = key >= 0 ? key : key + keys.length;
 
     for ( ; key >= 0; key-- ) {
 
         if ( keys[ key ].hasTarget( sid ) ) {
 
             return keys[ key ];
 
         }
 
     }
 
     return keys[ keys.length - 1 ];
 
 };
 
 /**
  * Camera for rendering cube maps
  *	- renders scene into axis-aligned cube
  *
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.CubeCamera = function ( near, far, cubeResolution ) {
 
     THREE.Object3D.call( this );
 
     var fov = 90, aspect = 1;
 
     var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
     cameraPX.up.set( 0, -1, 0 );
     cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
     this.add( cameraPX );
 
     var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
     cameraNX.up.set( 0, -1, 0 );
     cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) );
     this.add( cameraNX );
 
     var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
     cameraPY.up.set( 0, 0, 1 );
     cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
     this.add( cameraPY );
 
     var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
     cameraNY.up.set( 0, 0, -1 );
     cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) );
     this.add( cameraNY );
 
     var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
     cameraPZ.up.set( 0, -1, 0 );
     cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
     this.add( cameraPZ );
 
     var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
     cameraNZ.up.set( 0, -1, 0 );
     cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) );
     this.add( cameraNZ );
 
     this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
 
     this.updateCubeMap = function ( renderer, scene ) {
 
         var renderTarget = this.renderTarget;
         var generateMipmaps = renderTarget.generateMipmaps;
 
         renderTarget.generateMipmaps = false;
 
         renderTarget.activeCubeFace = 0;
         renderer.render( scene, cameraPX, renderTarget );
 
         renderTarget.activeCubeFace = 1;
         renderer.render( scene, cameraNX, renderTarget );
 
         renderTarget.activeCubeFace = 2;
         renderer.render( scene, cameraPY, renderTarget );
 
         renderTarget.activeCubeFace = 3;
         renderer.render( scene, cameraNY, renderTarget );
 
         renderTarget.activeCubeFace = 4;
         renderer.render( scene, cameraPZ, renderTarget );
 
         renderTarget.generateMipmaps = generateMipmaps;
 
         renderTarget.activeCubeFace = 5;
         renderer.render( scene, cameraNZ, renderTarget );
 
     };
 
 };
 
 THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
 
 /*
  *	@author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
  *
  *	A general perpose camera, for setting FOV, Lens Focal Length,
  *		and switching between perspective and orthographic views easily.
  *		Use this only if you do not wish to manage
  *		both a Orthographic and Perspective Camera
  *
  */
 
 
 THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) {
 
     THREE.Camera.call( this );
 
     this.fov = fov;
 
     this.left = -width / 2;
     this.right = width / 2
     this.top = height / 2;
     this.bottom = -height / 2;
 
     // We could also handle the projectionMatrix internally, but just wanted to test nested camera objects
 
     this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 	orthoNear, orthoFar );
     this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far );
 
     this.zoom = 1;
 
     this.toPerspective();
 
     var aspect = width/height;
 
 };
 
 THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype );
 
 THREE.CombinedCamera.prototype.toPerspective = function () {
 
     // Switches to the Perspective Camera
 
     this.near = this.cameraP.near;
     this.far = this.cameraP.far;
 
     this.cameraP.fov =  this.fov / this.zoom ;
 
     this.cameraP.updateProjectionMatrix();
 
     this.projectionMatrix = this.cameraP.projectionMatrix;
 
     this.inPerspectiveMode = true;
     this.inOrthographicMode = false;
 
 };
 
 THREE.CombinedCamera.prototype.toOrthographic = function () {
 
     // Switches to the Orthographic camera estimating viewport from Perspective
 
     var fov = this.fov;
     var aspect = this.cameraP.aspect;
     var near = this.cameraP.near;
     var far = this.cameraP.far;
 
     // The size that we set is the mid plane of the viewing frustum
 
     var hyperfocus = ( near + far ) / 2;
 
     var halfHeight = Math.tan( fov / 2 ) * hyperfocus;
     var planeHeight = 2 * halfHeight;
     var planeWidth = planeHeight * aspect;
     var halfWidth = planeWidth / 2;
 
     halfHeight /= this.zoom;
     halfWidth /= this.zoom;
 
     this.cameraO.left = -halfWidth;
     this.cameraO.right = halfWidth;
     this.cameraO.top = halfHeight;
     this.cameraO.bottom = -halfHeight;
 
     // this.cameraO.left = -farHalfWidth;
     // this.cameraO.right = farHalfWidth;
     // this.cameraO.top = farHalfHeight;
     // this.cameraO.bottom = -farHalfHeight;
 
     // this.cameraO.left = this.left / this.zoom;
     // this.cameraO.right = this.right / this.zoom;
     // this.cameraO.top = this.top / this.zoom;
     // this.cameraO.bottom = this.bottom / this.zoom;
 
     this.cameraO.updateProjectionMatrix();
 
     this.near = this.cameraO.near;
     this.far = this.cameraO.far;
     this.projectionMatrix = this.cameraO.projectionMatrix;
 
     this.inPerspectiveMode = false;
     this.inOrthographicMode = true;
 
 };
 
 
 THREE.CombinedCamera.prototype.setSize = function( width, height ) {
 
     this.cameraP.aspect = width / height;
     this.left = -width / 2;
     this.right = width / 2
     this.top = height / 2;
     this.bottom = -height / 2;
 
 };
 
 
 THREE.CombinedCamera.prototype.setFov = function( fov ) {
 
     this.fov = fov;
 
     if ( this.inPerspectiveMode ) {
 
         this.toPerspective();
 
     } else {
 
         this.toOrthographic();
 
     }
 
 };
 
 // For mantaining similar API with PerspectiveCamera
 
 THREE.CombinedCamera.prototype.updateProjectionMatrix = function() {
 
     if ( this.inPerspectiveMode ) {
 
         this.toPerspective();
 
     } else {
 
         this.toPerspective();
         this.toOrthographic();
 
     }
 
 };
 
 /*
 * Uses Focal Length (in mm) to estimate and set FOV
 * 35mm (fullframe) camera is used if frame size is not specified;
 * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
 */
 THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) {
 
     if ( frameHeight === undefined ) frameHeight = 24;
 
     var fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
 
     this.setFov( fov );
 
     return fov;
 };
 
 
 THREE.CombinedCamera.prototype.setZoom = function( zoom ) {
 
     this.zoom = zoom;
 
     if ( this.inPerspectiveMode ) {
 
         this.toPerspective();
 
     } else {
 
         this.toOrthographic();
 
     }
 
 };
 
 THREE.CombinedCamera.prototype.toFrontView = function() {
 
     this.rotation.x = 0;
     this.rotation.y = 0;
     this.rotation.z = 0;
 
     // should we be modifing the matrix instead?
 
     this.rotationAutoUpdate = false;
 
 };
 
 THREE.CombinedCamera.prototype.toBackView = function() {
 
     this.rotation.x = 0;
     this.rotation.y = Math.PI;
     this.rotation.z = 0;
     this.rotationAutoUpdate = false;
 
 };
 
 THREE.CombinedCamera.prototype.toLeftView = function() {
 
     this.rotation.x = 0;
     this.rotation.y = - Math.PI / 2;
     this.rotation.z = 0;
     this.rotationAutoUpdate = false;
 
 };
 
 THREE.CombinedCamera.prototype.toRightView = function() {
 
     this.rotation.x = 0;
     this.rotation.y = Math.PI / 2;
     this.rotation.z = 0;
     this.rotationAutoUpdate = false;
 
 };
 
 THREE.CombinedCamera.prototype.toTopView = function() {
 
     this.rotation.x = - Math.PI / 2;
     this.rotation.y = 0;
     this.rotation.z = 0;
     this.rotationAutoUpdate = false;
 
 };
 
 THREE.CombinedCamera.prototype.toBottomView = function() {
 
     this.rotation.x = Math.PI / 2;
     this.rotation.y = 0;
     this.rotation.z = 0;
     this.rotationAutoUpdate = false;
 
 };
 
 
 /**
  * @author hughes
  */
 
 THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
 
     THREE.Geometry.call( this );
 
     radius = radius || 50;
 
     thetaStart = thetaStart !== undefined ? thetaStart : 0;
     thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
     segments = segments !== undefined ? Math.max( 3, segments ) : 8;
 
     var i, uvs = [],
     center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
 
     this.vertices.push(center);
     uvs.push( centerUV );
 
     for ( i = 0; i <= segments; i ++ ) {
 
         var vertex = new THREE.Vector3();
         var segment = thetaStart + i / segments * thetaLength;
 
         vertex.x = radius * Math.cos( segment );
         vertex.y = radius * Math.sin( segment );
 
         this.vertices.push( vertex );
         uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );
 
     }
 
     var n = new THREE.Vector3( 0, 0, 1 );
 
     for ( i = 1; i <= segments; i ++ ) {
 
         var v1 = i;
         var v2 = i + 1 ;
         var v3 = 0;
 
         this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
         this.faceVertexUvs[ 0 ].push( [ uvs[ i ], uvs[ i + 1 ], centerUV ] );
 
     }
 
     this.computeCentroids();
     this.computeFaceNormals();
 
     this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
 
 };
 
 THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
  */
 
 THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
 
     THREE.Geometry.call( this );
 
     var scope = this;
 
     this.width = width;
     this.height = height;
     this.depth = depth;
 
     this.widthSegments = widthSegments || 1;
     this.heightSegments = heightSegments || 1;
     this.depthSegments = depthSegments || 1;
 
     var width_half = this.width / 2;
     var height_half = this.height / 2;
     var depth_half = this.depth / 2;
 
     buildPlane( 'z', 'y', - 1, - 1, this.depth, this.height, width_half, 0 ); // px
     buildPlane( 'z', 'y',   1, - 1, this.depth, this.height, - width_half, 1 ); // nx
     buildPlane( 'x', 'z',   1,   1, this.width, this.depth, height_half, 2 ); // py
     buildPlane( 'x', 'z',   1, - 1, this.width, this.depth, - height_half, 3 ); // ny
     buildPlane( 'x', 'y',   1, - 1, this.width, this.height, depth_half, 4 ); // pz
     buildPlane( 'x', 'y', - 1, - 1, this.width, this.height, - depth_half, 5 ); // nz
 
     function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
 
         var w, ix, iy,
         gridX = scope.widthSegments,
         gridY = scope.heightSegments,
         width_half = width / 2,
         height_half = height / 2,
         offset = scope.vertices.length;
 
         if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
 
             w = 'z';
 
         } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
 
             w = 'y';
             gridY = scope.depthSegments;
 
         } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
 
             w = 'x';
             gridX = scope.depthSegments;
 
         }
 
         var gridX1 = gridX + 1,
         gridY1 = gridY + 1,
         segment_width = width / gridX,
         segment_height = height / gridY,
         normal = new THREE.Vector3();
 
         normal[ w ] = depth > 0 ? 1 : - 1;
 
         for ( iy = 0; iy < gridY1; iy ++ ) {
 
             for ( ix = 0; ix < gridX1; ix ++ ) {
 
                 var vector = new THREE.Vector3();
                 vector[ u ] = ( ix * segment_width - width_half ) * udir;
                 vector[ v ] = ( iy * segment_height - height_half ) * vdir;
                 vector[ w ] = depth;
 
                 scope.vertices.push( vector );
 
             }
 
         }
 
         for ( iy = 0; iy < gridY; iy++ ) {
 
             for ( ix = 0; ix < gridX; ix++ ) {
 
                 var a = ix + gridX1 * iy;
                 var b = ix + gridX1 * ( iy + 1 );
                 var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
                 var d = ( ix + 1 ) + gridX1 * iy;
 
                 var uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY );
                 var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY );
                 var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY );
                 var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY );
 
                 var face = new THREE.Face3( a + offset, b + offset, d + offset );
                 face.normal.copy( normal );
                 face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
                 face.materialIndex = materialIndex;
 
                 scope.faces.push( face );
                 scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
 
                 face = new THREE.Face3( b + offset, c + offset, d + offset );
                 face.normal.copy( normal );
                 face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
                 face.materialIndex = materialIndex;
 
                 scope.faces.push( face );
                 scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
 
             }
 
         }
 
     }
 
     this.computeCentroids();
     this.mergeVertices();
 
 };
 
 THREE.CubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded ) {
 
     THREE.Geometry.call( this );
 
     this.radiusTop = radiusTop = radiusTop !== undefined ? radiusTop : 20;
     this.radiusBottom = radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
     this.height = height = height !== undefined ? height : 100;
 
     this.radialSegments = radialSegments = radialSegments || 8;
     this.heightSegments = heightSegments = heightSegments || 1;
 
     this.openEnded = openEnded = openEnded !== undefined ? openEnded : false;
 
     var heightHalf = height / 2;
 
     var x, y, vertices = [], uvs = [];
 
     for ( y = 0; y <= heightSegments; y ++ ) {
 
         var verticesRow = [];
         var uvsRow = [];
 
         var v = y / heightSegments;
         var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
 
         for ( x = 0; x <= radialSegments; x ++ ) {
 
             var u = x / radialSegments;
 
             var vertex = new THREE.Vector3();
             vertex.x = radius * Math.sin( u * Math.PI * 2 );
             vertex.y = - v * height + heightHalf;
             vertex.z = radius * Math.cos( u * Math.PI * 2 );
 
             this.vertices.push( vertex );
 
             verticesRow.push( this.vertices.length - 1 );
             uvsRow.push( new THREE.Vector2( u, 1 - v ) );
 
         }
 
         vertices.push( verticesRow );
         uvs.push( uvsRow );
 
     }
 
     var tanTheta = ( radiusBottom - radiusTop ) / height;
     var na, nb;
 
     for ( x = 0; x < radialSegments; x ++ ) {
 
         if ( radiusTop !== 0 ) {
 
             na = this.vertices[ vertices[ 0 ][ x ] ].clone();
             nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
 
         } else {
 
             na = this.vertices[ vertices[ 1 ][ x ] ].clone();
             nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
 
         }
 
         na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
         nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
 
         for ( y = 0; y < heightSegments; y ++ ) {
 
             var v1 = vertices[ y ][ x ];
             var v2 = vertices[ y + 1 ][ x ];
             var v3 = vertices[ y + 1 ][ x + 1 ];
             var v4 = vertices[ y ][ x + 1 ];
 
             var n1 = na.clone();
             var n2 = na.clone();
             var n3 = nb.clone();
             var n4 = nb.clone();
 
             var uv1 = uvs[ y ][ x ].clone();
             var uv2 = uvs[ y + 1 ][ x ].clone();
             var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
             var uv4 = uvs[ y ][ x + 1 ].clone();
 
             this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
             this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
 
             this.faces.push( new THREE.Face3( v2, v3, v4, [ n2, n3, n4 ] ) );
             this.faceVertexUvs[ 0 ].push( [ uv2, uv3, uv4 ] );
 
         }
 
     }
 
     // top cap
 
     if ( openEnded === false && radiusTop > 0 ) {
 
         this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
 
         for ( x = 0; x < radialSegments; x ++ ) {
 
             var v1 = vertices[ 0 ][ x ];
             var v2 = vertices[ 0 ][ x + 1 ];
             var v3 = this.vertices.length - 1;
 
             var n1 = new THREE.Vector3( 0, 1, 0 );
             var n2 = new THREE.Vector3( 0, 1, 0 );
             var n3 = new THREE.Vector3( 0, 1, 0 );
 
             var uv1 = uvs[ 0 ][ x ].clone();
             var uv2 = uvs[ 0 ][ x + 1 ].clone();
             var uv3 = new THREE.Vector2( uv2.u, 0 );
 
             this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
             this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
 
         }
 
     }
 
     // bottom cap
 
     if ( openEnded === false && radiusBottom > 0 ) {
 
         this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
 
         for ( x = 0; x < radialSegments; x ++ ) {
 
             var v1 = vertices[ y ][ x + 1 ];
             var v2 = vertices[ y ][ x ];
             var v3 = this.vertices.length - 1;
 
             var n1 = new THREE.Vector3( 0, - 1, 0 );
             var n2 = new THREE.Vector3( 0, - 1, 0 );
             var n3 = new THREE.Vector3( 0, - 1, 0 );
 
             var uv1 = uvs[ y ][ x + 1 ].clone();
             var uv2 = uvs[ y ][ x ].clone();
             var uv3 = new THREE.Vector2( uv2.u, 1 );
 
             this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
             this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
 
         }
 
     }
 
     this.computeCentroids();
     this.computeFaceNormals();
 
 }
 
 THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
 
 /**
  * @author zz85 / http://www.lab4games.net/zz85/blog
  *
  * Creates extruded geometry from a path shape.
  *
  * parameters = {
  *
  *  size: <float>, // size of the text
  *  height: <float>, // thickness to extrude text
  *  curveSegments: <int>, // number of points on the curves
  *  steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
  *  amount: <int>, // Amount
  *
  *  bevelEnabled: <bool>, // turn on bevel
  *  bevelThickness: <float>, // how deep into text bevel goes
  *  bevelSize: <float>, // how far from text outline is bevel
  *  bevelSegments: <int>, // number of bevel layers
  *
  *  extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
  *  frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
  *
  *  material: <int> // material index for front and back faces
  *  extrudeMaterial: <int> // material index for extrusion and beveled faces
  *  uvGenerator: <Object> // object that provides UV generator functions
  *
  * }
  **/
 
 THREE.ExtrudeGeometry = function ( shapes, options ) {
 
     if ( typeof( shapes ) === "undefined" ) {
         shapes = [];
         return;
     }
 
     THREE.Geometry.call( this );
 
     shapes = shapes instanceof Array ? shapes : [ shapes ];
 
     this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
 
     this.addShapeList( shapes, options );
 
     this.computeCentroids();
     this.computeFaceNormals();
 
     // can't really use automatic vertex normals
     // as then front and back sides get smoothed too
     // should do separate smoothing just for sides
 
     //this.computeVertexNormals();
 
     //console.log( "took", ( Date.now() - startTime ) );
 
 };
 
 THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
 
 THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
     var sl = shapes.length;
 
     for ( var s = 0; s < sl; s ++ ) {
         var shape = shapes[ s ];
         this.addShape( shape, options );
     }
 };
 
 THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
 
     var amount = options.amount !== undefined ? options.amount : 100;
 
     var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
     var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
     var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
 
     var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
 
     var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
 
     var steps = options.steps !== undefined ? options.steps : 1;
 
     var extrudePath = options.extrudePath;
     var extrudePts, extrudeByPath = false;
 
     var material = options.material;
     var extrudeMaterial = options.extrudeMaterial;
 
     // Use default WorldUVGenerator if no UV generators are specified.
     var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
 
     var shapebb = this.shapebb;
     //shapebb = shape.getBoundingBox();
 
 
 
     var splineTube, binormal, normal, position2;
     if ( extrudePath ) {
 
         extrudePts = extrudePath.getSpacedPoints( steps );
 
         extrudeByPath = true;
         bevelEnabled = false; // bevels not supported for path extrusion
 
         // SETUP TNB variables
 
         // Reuse TNB from TubeGeomtry for now.
         // TODO1 - have a .isClosed in spline?
 
         splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
 
         // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
 
         binormal = new THREE.Vector3();
         normal = new THREE.Vector3();
         position2 = new THREE.Vector3();
 
     }
 
     // Safeguards if bevels are not enabled
 
     if ( ! bevelEnabled ) {
 
         bevelSegments = 0;
         bevelThickness = 0;
         bevelSize = 0;
 
     }
 
     // Variables initalization
 
     var ahole, h, hl; // looping of holes
     var scope = this;
     var bevelPoints = [];
 
     var shapesOffset = this.vertices.length;
 
     var shapePoints = shape.extractPoints( curveSegments );
 
     var vertices = shapePoints.shape;
     var holes = shapePoints.holes;
 
     var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ;
 
     if ( reverse ) {
 
         vertices = vertices.reverse();
 
         // Maybe we should also check if holes are in the opposite direction, just to be safe ...
 
         for ( h = 0, hl = holes.length; h < hl; h ++ ) {
 
             ahole = holes[ h ];
 
             if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
 
                 holes[ h ] = ahole.reverse();
 
             }
 
         }
 
         reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
 
     }
 
 
     var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
 
     /* Vertices */
 
     var contour = vertices; // vertices has all points but contour has only points of circumference
 
     for ( h = 0, hl = holes.length;  h < hl; h ++ ) {
 
         ahole = holes[ h ];
 
         vertices = vertices.concat( ahole );
 
     }
 
 
     function scalePt2 ( pt, vec, size ) {
 
         if ( !vec ) console.log( "die" );
 
         return vec.clone().multiplyScalar( size ).add( pt );
 
     }
 
     var b, bs, t, z,
         vert, vlen = vertices.length,
         face, flen = faces.length,
         cont, clen = contour.length;
 
 
     // Find directions for point movement
 
     var RAD_TO_DEGREES = 180 / Math.PI;
 
 
     function getBevelVec( pt_i, pt_j, pt_k ) {
 
         // Algorithm 2
 
         return getBevelVec2( pt_i, pt_j, pt_k );
 
     }
 
     function getBevelVec1( pt_i, pt_j, pt_k ) {
 
         var anglea = Math.atan2( pt_j.y - pt_i.y, pt_j.x - pt_i.x );
         var angleb = Math.atan2( pt_k.y - pt_i.y, pt_k.x - pt_i.x );
 
         if ( anglea > angleb ) {
 
             angleb += Math.PI * 2;
 
         }
 
         var anglec = ( anglea + angleb ) / 2;
 
 
         //console.log('angle1', anglea * RAD_TO_DEGREES,'angle2', angleb * RAD_TO_DEGREES, 'anglec', anglec *RAD_TO_DEGREES);
 
         var x = - Math.cos( anglec );
         var y = - Math.sin( anglec );
 
         var vec = new THREE.Vector2( x, y ); //.normalize();
 
         return vec;
 
     }
 
     function getBevelVec2( pt_i, pt_j, pt_k ) {
 
         var a = THREE.ExtrudeGeometry.__v1,
             b = THREE.ExtrudeGeometry.__v2,
             v_hat = THREE.ExtrudeGeometry.__v3,
             w_hat = THREE.ExtrudeGeometry.__v4,
             p = THREE.ExtrudeGeometry.__v5,
             q = THREE.ExtrudeGeometry.__v6,
             v, w,
             v_dot_w_hat, q_sub_p_dot_w_hat,
             s, intersection;
 
         // good reading for line-line intersection
         // http://sputsoft.com/blog/2010/03/line-line-intersection.html
 
         // define a as vector j->i
         // define b as vectot k->i
 
         a.set( pt_i.x - pt_j.x, pt_i.y - pt_j.y );
         b.set( pt_i.x - pt_k.x, pt_i.y - pt_k.y );
 
         // get unit vectors
 
         v = a.normalize();
         w = b.normalize();
 
         // normals from pt i
 
         v_hat.set( -v.y, v.x );
         w_hat.set( w.y, -w.x );
 
         // pts from i
 
         p.copy( pt_i ).add( v_hat );
         q.copy( pt_i ).add( w_hat );
 
         if ( p.equals( q ) ) {
 
             //console.log("Warning: lines are straight");
             return w_hat.clone();
 
         }
 
         // Points from j, k. helps prevents points cross overover most of the time
 
         p.copy( pt_j ).add( v_hat );
         q.copy( pt_k ).add( w_hat );
 
         v_dot_w_hat = v.dot( w_hat );
         q_sub_p_dot_w_hat = q.sub( p ).dot( w_hat );
 
         // We should not reach these conditions
 
         if ( v_dot_w_hat === 0 ) {
 
             console.log( "Either infinite or no solutions!" );
 
             if ( q_sub_p_dot_w_hat === 0 ) {
 
                 console.log( "Its finite solutions." );
 
             } else {
 
                 console.log( "Too bad, no solutions." );
 
             }
 
         }
 
         s = q_sub_p_dot_w_hat / v_dot_w_hat;
 
         if ( s < 0 ) {
 
             // in case of emergecy, revert to algorithm 1.
 
             return getBevelVec1( pt_i, pt_j, pt_k );
 
         }
 
         intersection = v.multiplyScalar( s ).add( p );
 
         return intersection.sub( pt_i ).clone(); // Don't normalize!, otherwise sharp corners become ugly
 
     }
 
     var contourMovements = [];
 
     for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
 
         if ( j === il ) j = 0;
         if ( k === il ) k = 0;
 
         //  (j)---(i)---(k)
         // console.log('i,j,k', i, j , k)
 
         var pt_i = contour[ i ];
         var pt_j = contour[ j ];
         var pt_k = contour[ k ];
 
         contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
 
     }
 
     var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
 
     for ( h = 0, hl = holes.length; h < hl; h ++ ) {
 
         ahole = holes[ h ];
 
         oneHoleMovements = [];
 
         for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
 
             if ( j === il ) j = 0;
             if ( k === il ) k = 0;
 
             //  (j)---(i)---(k)
             oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
 
         }
 
         holesMovements.push( oneHoleMovements );
         verticesMovements = verticesMovements.concat( oneHoleMovements );
 
     }
 
 
     // Loop bevelSegments, 1 for the front, 1 for the back
 
     for ( b = 0; b < bevelSegments; b ++ ) {
     //for ( b = bevelSegments; b > 0; b -- ) {
 
         t = b / bevelSegments;
         z = bevelThickness * ( 1 - t );
 
         //z = bevelThickness * t;
         bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
         //bs = bevelSize * t ; // linear
 
         // contract shape
 
         for ( i = 0, il = contour.length; i < il; i ++ ) {
 
             vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
             //vert = scalePt( contour[ i ], contourCentroid, bs, false );
             v( vert.x, vert.y,  - z );
 
         }
 
         // expand holes
 
         for ( h = 0, hl = holes.length; h < hl; h++ ) {
 
             ahole = holes[ h ];
             oneHoleMovements = holesMovements[ h ];
 
             for ( i = 0, il = ahole.length; i < il; i++ ) {
 
                 vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
                 //vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true );
 
                 v( vert.x, vert.y,  -z );
 
             }
 
         }
 
     }
 
     bs = bevelSize;
 
     // Back facing vertices
 
     for ( i = 0; i < vlen; i ++ ) {
 
         vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
 
         if ( !extrudeByPath ) {
 
             v( vert.x, vert.y, 0 );
 
         } else {
 
             // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
 
             normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
             binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
 
             position2.copy( extrudePts[0] ).add(normal).add(binormal);
 
             v( position2.x, position2.y, position2.z );
 
         }
 
     }
 
     // Add stepped vertices...
     // Including front facing vertices
 
     var s;
 
     for ( s = 1; s <= steps; s ++ ) {
 
         for ( i = 0; i < vlen; i ++ ) {
 
             vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
 
             if ( !extrudeByPath ) {
 
                 v( vert.x, vert.y, amount / steps * s );
 
             } else {
 
                 // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
 
                 normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
                 binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
 
                 position2.copy( extrudePts[s] ).add( normal ).add( binormal );
 
                 v( position2.x, position2.y, position2.z );
 
             }
 
         }
 
     }
 
 
     // Add bevel segments planes
 
     //for ( b = 1; b <= bevelSegments; b ++ ) {
     for ( b = bevelSegments - 1; b >= 0; b -- ) {
 
         t = b / bevelSegments;
         z = bevelThickness * ( 1 - t );
         //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
         bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
 
         // contract shape
 
         for ( i = 0, il = contour.length; i < il; i ++ ) {
 
             vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
             v( vert.x, vert.y,  amount + z );
 
         }
 
         // expand holes
 
         for ( h = 0, hl = holes.length; h < hl; h ++ ) {
 
             ahole = holes[ h ];
             oneHoleMovements = holesMovements[ h ];
 
             for ( i = 0, il = ahole.length; i < il; i ++ ) {
 
                 vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
 
                 if ( !extrudeByPath ) {
 
                     v( vert.x, vert.y,  amount + z );
 
                 } else {
 
                     v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
 
                 }
 
             }
 
         }
 
     }
 
     /* Faces */
 
     // Top and bottom faces
 
     buildLidFaces();
 
     // Sides faces
 
     buildSideFaces();
 
 
     /////  Internal functions
 
     function buildLidFaces() {
 
         if ( bevelEnabled ) {
 
             var layer = 0 ; // steps + 1
             var offset = vlen * layer;
 
             // Bottom faces
 
             for ( i = 0; i < flen; i ++ ) {
 
                 face = faces[ i ];
                 f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );
 
             }
 
             layer = steps + bevelSegments * 2;
             offset = vlen * layer;
 
             // Top faces
 
             for ( i = 0; i < flen; i ++ ) {
 
                 face = faces[ i ];
                 f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );
 
             }
 
         } else {
 
             // Bottom faces
 
             for ( i = 0; i < flen; i++ ) {
 
                 face = faces[ i ];
                 f3( face[ 2 ], face[ 1 ], face[ 0 ], true );
 
             }
 
             // Top faces
 
             for ( i = 0; i < flen; i ++ ) {
 
                 face = faces[ i ];
                 f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );
 
             }
         }
 
     }
 
     // Create faces for the z-sides of the shape
 
     function buildSideFaces() {
 
         var layeroffset = 0;
         sidewalls( contour, layeroffset );
         layeroffset += contour.length;
 
         for ( h = 0, hl = holes.length;  h < hl; h ++ ) {
 
             ahole = holes[ h ];
             sidewalls( ahole, layeroffset );
 
             //, true
             layeroffset += ahole.length;
 
         }
 
     }
 
     function sidewalls( contour, layeroffset ) {
 
         var j, k;
         i = contour.length;
 
         while ( --i >= 0 ) {
 
             j = i;
             k = i - 1;
             if ( k < 0 ) k = contour.length - 1;
 
             //console.log('b', i,j, i-1, k,vertices.length);
 
             var s = 0, sl = steps  + bevelSegments * 2;
 
             for ( s = 0; s < sl; s ++ ) {
 
                 var slen1 = vlen * s;
                 var slen2 = vlen * ( s + 1 );
 
                 var a = layeroffset + j + slen1,
                     b = layeroffset + k + slen1,
                     c = layeroffset + k + slen2,
                     d = layeroffset + j + slen2;
 
                 f4( a, b, c, d, contour, s, sl, j, k );
 
             }
         }
 
     }
 
 
     function v( x, y, z ) {
 
         scope.vertices.push( new THREE.Vector3( x, y, z ) );
 
     }
 
     function f3( a, b, c, isBottom ) {
 
         a += shapesOffset;
         b += shapesOffset;
         c += shapesOffset;
 
         // normal, color, material
         scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
 
         var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );
 
          scope.faceVertexUvs[ 0 ].push( uvs );
 
     }
 
     function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
 
         a += shapesOffset;
         b += shapesOffset;
         c += shapesOffset;
         d += shapesOffset;
 
          scope.faces.push( new THREE.Face3( a, b, d, null, null, extrudeMaterial ) );
          scope.faces.push( new THREE.Face3( b, c, d, null, null, extrudeMaterial ) );
 
          var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
                                              stepIndex, stepsLength, contourIndex1, contourIndex2 );
 
          scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
          scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
 
     }
 
 };
 
 THREE.ExtrudeGeometry.WorldUVGenerator = {
 
     generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
         var ax = geometry.vertices[ indexA ].x,
             ay = geometry.vertices[ indexA ].y,
 
             bx = geometry.vertices[ indexB ].x,
             by = geometry.vertices[ indexB ].y,
 
             cx = geometry.vertices[ indexC ].x,
             cy = geometry.vertices[ indexC ].y;
 
         return [
             new THREE.Vector2( ax, ay ),
             new THREE.Vector2( bx, by ),
             new THREE.Vector2( cx, cy )
         ];
 
     },
 
     generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
 
         return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );
 
     },
 
     generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
                                   indexA, indexB, indexC, indexD, stepIndex, stepsLength,
                                   contourIndex1, contourIndex2 ) {
 
         var ax = geometry.vertices[ indexA ].x,
             ay = geometry.vertices[ indexA ].y,
             az = geometry.vertices[ indexA ].z,
 
             bx = geometry.vertices[ indexB ].x,
             by = geometry.vertices[ indexB ].y,
             bz = geometry.vertices[ indexB ].z,
 
             cx = geometry.vertices[ indexC ].x,
             cy = geometry.vertices[ indexC ].y,
             cz = geometry.vertices[ indexC ].z,
 
             dx = geometry.vertices[ indexD ].x,
             dy = geometry.vertices[ indexD ].y,
             dz = geometry.vertices[ indexD ].z;
 
         if ( Math.abs( ay - by ) < 0.01 ) {
             return [
                 new THREE.Vector2( ax, 1 - az ),
                 new THREE.Vector2( bx, 1 - bz ),
                 new THREE.Vector2( cx, 1 - cz ),
                 new THREE.Vector2( dx, 1 - dz )
             ];
         } else {
             return [
                 new THREE.Vector2( ay, 1 - az ),
                 new THREE.Vector2( by, 1 - bz ),
                 new THREE.Vector2( cy, 1 - cz ),
                 new THREE.Vector2( dy, 1 - dz )
             ];
         }
     }
 };
 
 THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
 THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
 THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
 THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
 THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
 THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
 
 /**
  * @author jonobr1 / http://jonobr1.com
  *
  * Creates a one-sided polygonal geometry from a path shape. Similar to
  * ExtrudeGeometry.
  *
  * parameters = {
  *
  *	curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
  *
  *	material: <int> // material index for front and back faces
  *	uvGenerator: <Object> // object that provides UV generator functions
  *
  * }
  **/
 
 THREE.ShapeGeometry = function ( shapes, options ) {
 
     THREE.Geometry.call( this );
 
     if ( shapes instanceof Array === false ) shapes = [ shapes ];
 
     this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
 
     this.addShapeList( shapes, options );
 
     this.computeCentroids();
     this.computeFaceNormals();
 
 };
 
 THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
 
 /**
  * Add an array of shapes to THREE.ShapeGeometry.
  */
 THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
 
     for ( var i = 0, l = shapes.length; i < l; i++ ) {
 
         this.addShape( shapes[ i ], options );
 
     }
 
     return this;
 
 };
 
 /**
  * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
  */
 THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
 
     if ( options === undefined ) options = {};
     var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
 
     var material = options.material;
     var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
 
     var shapebb = this.shapebb;
 
     //
 
     var i, l, hole, s;
 
     var shapesOffset = this.vertices.length;
     var shapePoints = shape.extractPoints( curveSegments );
 
     var vertices = shapePoints.shape;
     var holes = shapePoints.holes;
 
     var reverse = !THREE.Shape.Utils.isClockWise( vertices );
 
     if ( reverse ) {
 
         vertices = vertices.reverse();
 
         // Maybe we should also check if holes are in the opposite direction, just to be safe...
 
         for ( i = 0, l = holes.length; i < l; i++ ) {
 
             hole = holes[ i ];
 
             if ( THREE.Shape.Utils.isClockWise( hole ) ) {
 
                 holes[ i ] = hole.reverse();
 
             }
 
         }
 
         reverse = false;
 
     }
 
     var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
 
     // Vertices
 
     var contour = vertices;
 
     for ( i = 0, l = holes.length; i < l; i++ ) {
 
         hole = holes[ i ];
         vertices = vertices.concat( hole );
 
     }
 
     //
 
     var vert, vlen = vertices.length;
     var face, flen = faces.length;
     var cont, clen = contour.length;
 
     for ( i = 0; i < vlen; i++ ) {
 
         vert = vertices[ i ];
 
         this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
 
     }
 
     for ( i = 0; i < flen; i++ ) {
 
         face = faces[ i ];
 
         var a = face[ 0 ] + shapesOffset;
         var b = face[ 1 ] + shapesOffset;
         var c = face[ 2 ] + shapesOffset;
 
         this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
         this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );
 
     }
 
 };
 
 /**
  * @author astrodud / http://astrodud.isgreat.org/
  * @author zz85 / https://github.com/zz85
  * @author bhouston / http://exocortex.com
  */
 
 // points - to create a closed torus, one must use a set of points 
 //    like so: [ a, b, c, d, a ], see first is the same as last.
 // segments - the number of circumference segments to create
 // phiStart - the starting radian
 // phiLength - the radian (0 to 2*PI) range of the lathed section
 //    2*pi is a closed lathe, less than 2PI is a portion.
 THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
 
     THREE.Geometry.call( this );
 
     segments = segments || 12;
     phiStart = phiStart || 0;
     phiLength = phiLength || 2 * Math.PI;
 
     var inversePointLength = 1.0 / ( points.length - 1 );
     var inverseSegments = 1.0 / segments;
 
     for ( var i = 0, il = segments; i <= il; i ++ ) {
 
         var phi = phiStart + i * inverseSegments * phiLength;
 
         var c = Math.cos( phi ),
             s = Math.sin( phi );
 
         for ( var j = 0, jl = points.length; j < jl; j ++ ) {
 
             var pt = points[ j ];
 
             var vertex = new THREE.Vector3();
 
             vertex.x = c * pt.x - s * pt.y;
             vertex.y = s * pt.x + c * pt.y;
             vertex.z = pt.z;
 
             this.vertices.push( vertex );
 
         }
 
     }
 
     var np = points.length;
 
     for ( var i = 0, il = segments; i < il; i ++ ) {
 
         for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
 
             var base = j + np * i;
             var a = base;
             var b = base + np;
             var c = base + 1 + np;
             var d = base + 1;
 
             var u0 = i * inverseSegments;
             var v0 = j * inversePointLength;
             var u1 = u0 + inverseSegments;
             var v1 = v0 + inversePointLength;
 
             this.faces.push( new THREE.Face3( a, b, d ) );
 
             this.faceVertexUvs[ 0 ].push( [
 
                 new THREE.Vector2( u0, v0 ),
                 new THREE.Vector2( u1, v0 ),
                 new THREE.Vector2( u0, v1 )
 
             ] );
 
             this.faces.push( new THREE.Face3( b, c, d ) );
 
             this.faceVertexUvs[ 0 ].push( [
 
                 new THREE.Vector2( u1, v0 ),
                 new THREE.Vector2( u1, v1 ),
                 new THREE.Vector2( u0, v1 )
 
             ] );
 
 
         }
 
     }
 
     this.mergeVertices();
     this.computeCentroids();
     this.computeFaceNormals();
     this.computeVertexNormals();
 
 };
 
 THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
  */
 
 THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
 
     THREE.Geometry.call( this );
 
     this.width = width;
     this.height = height;
 
     this.widthSegments = widthSegments || 1;
     this.heightSegments = heightSegments || 1;
 
     var ix, iz;
     var width_half = width / 2;
     var height_half = height / 2;
 
     var gridX = this.widthSegments;
     var gridZ = this.heightSegments;
 
     var gridX1 = gridX + 1;
     var gridZ1 = gridZ + 1;
 
     var segment_width = this.width / gridX;
     var segment_height = this.height / gridZ;
 
     var normal = new THREE.Vector3( 0, 0, 1 );
 
     for ( iz = 0; iz < gridZ1; iz ++ ) {
 
         for ( ix = 0; ix < gridX1; ix ++ ) {
 
             var x = ix * segment_width - width_half;
             var y = iz * segment_height - height_half;
 
             this.vertices.push( new THREE.Vector3( x, - y, 0 ) );
 
         }
 
     }
 
     for ( iz = 0; iz < gridZ; iz ++ ) {
 
         for ( ix = 0; ix < gridX; ix ++ ) {
 
             var a = ix + gridX1 * iz;
             var b = ix + gridX1 * ( iz + 1 );
             var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
             var d = ( ix + 1 ) + gridX1 * iz;
 
             var uva = new THREE.Vector2( ix / gridX, 1 - iz / gridZ );
             var uvb = new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ );
             var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ );
             var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ );
 
             var face = new THREE.Face3( a, b, d );
             face.normal.copy( normal );
             face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
 
             this.faces.push( face );
             this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
 
             face = new THREE.Face3( b, c, d );
             face.normal.copy( normal );
             face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
 
             this.faces.push( face );
             this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
 
         }
 
     }
 
     this.computeCentroids();
 
 };
 
 THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
 
 /**
  * @author Kaleb Murphy
  */
 
 THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
 
     THREE.Geometry.call( this );
 
     innerRadius = innerRadius || 0;
     outerRadius = outerRadius || 50;
 
     thetaStart = thetaStart !== undefined ? thetaStart : 0;
     thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
 
     thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
     phiSegments = phiSegments !== undefined ? Math.max( 3, phiSegments ) : 8;
 
     var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
 
     for ( i = 0; i <= phiSegments; i ++ ) { // concentric circles inside ring
 
         for ( o = 0; o <= thetaSegments; o ++ ) { // number of segments per circle
 
             var vertex = new THREE.Vector3();
             var segment = thetaStart + o / thetaSegments * thetaLength;
 
             vertex.x = radius * Math.cos( segment );
             vertex.y = radius * Math.sin( segment );
 
             this.vertices.push( vertex );
             uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, - ( vertex.y / radius + 1 ) / 2 + 1 ) );
         }
 
         radius += radiusStep;
 
     }
 
     var n = new THREE.Vector3( 0, 0, 1 );
 
     for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring
 
         var thetaSegment = i * thetaSegments;
 
         for ( o = 0; o <= thetaSegments; o ++ ) { // number of segments per circle
 
             var segment = o + thetaSegment;
 
             var v1 = segment + i;
             var v2 = segment + thetaSegments + i;
             var v3 = segment + thetaSegments + 1 + i;
 
             this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
             this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ], uvs[ v2 ], uvs[ v3 ] ]);
 
             v1 = segment + i;
             v2 = segment + thetaSegments + 1 + i;
             v3 = segment + 1 + i;
 
             this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
             this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ], uvs[ v2 ], uvs[ v3 ] ]);
 
         }
     }
 
     this.computeCentroids();
     this.computeFaceNormals();
 
     this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
 
 };
 
 THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
 
     THREE.Geometry.call( this );
 
     this.radius = radius = radius || 50;
 
     this.widthSegments = widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
     this.heightSegments = heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
 
     this.phiStart = phiStart = phiStart !== undefined ? phiStart : 0;
     this.phiLength = phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
 
     this.thetaStart = thetaStart = thetaStart !== undefined ? thetaStart : 0;
     this.thetaLength = thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
 
     var x, y, vertices = [], uvs = [];
 
     for ( y = 0; y <= heightSegments; y ++ ) {
 
         var verticesRow = [];
         var uvsRow = [];
 
         for ( x = 0; x <= widthSegments; x ++ ) {
 
             var u = x / widthSegments;
             var v = y / heightSegments;
 
             var vertex = new THREE.Vector3();
             vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
             vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
             vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
 
             this.vertices.push( vertex );
 
             verticesRow.push( this.vertices.length - 1 );
             uvsRow.push( new THREE.Vector2( u, 1 - v ) );
 
         }
 
         vertices.push( verticesRow );
         uvs.push( uvsRow );
 
     }
 
     for ( y = 0; y < this.heightSegments; y ++ ) {
 
         for ( x = 0; x < this.widthSegments; x ++ ) {
 
             var v1 = vertices[ y ][ x + 1 ];
             var v2 = vertices[ y ][ x ];
             var v3 = vertices[ y + 1 ][ x ];
             var v4 = vertices[ y + 1 ][ x + 1 ];
 
             var n1 = this.vertices[ v1 ].clone().normalize();
             var n2 = this.vertices[ v2 ].clone().normalize();
             var n3 = this.vertices[ v3 ].clone().normalize();
             var n4 = this.vertices[ v4 ].clone().normalize();
 
             var uv1 = uvs[ y ][ x + 1 ].clone();
             var uv2 = uvs[ y ][ x ].clone();
             var uv3 = uvs[ y + 1 ][ x ].clone();
             var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
 
             if ( Math.abs( this.vertices[ v1 ].y ) === this.radius ) {
 
                 this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
                 this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
 
             } else if ( Math.abs( this.vertices[ v3 ].y ) === this.radius ) {
 
                 this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
                 this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
 
             } else {
 
                 this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
                 this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
 
                 this.faces.push( new THREE.Face3( v2, v3, v4, [ n2, n3, n4 ] ) );
                 this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
 
             }
 
         }
 
     }
 
     this.computeCentroids();
     this.computeFaceNormals();
 
     this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
 
 };
 
 THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
 
 /**
  * @author zz85 / http://www.lab4games.net/zz85/blog
  * @author alteredq / http://alteredqualia.com/
  *
  * For creating 3D text geometry in three.js
  *
  * Text = 3D Text
  *
  * parameters = {
  *  size: 			<float>, 	// size of the text
  *  height: 		<float>, 	// thickness to extrude text
  *  curveSegments: 	<int>,		// number of points on the curves
  *
  *  font: 			<string>,		// font name
  *  weight: 		<string>,		// font weight (normal, bold)
  *  style: 			<string>,		// font style  (normal, italics)
  *
  *  bevelEnabled:	<bool>,			// turn on bevel
  *  bevelThickness: <float>, 		// how deep into text bevel goes
  *  bevelSize:		<float>, 		// how far from text outline is bevel
  *  }
  *
  */
 
 /*	Usage Examples
 
     // TextGeometry wrapper
 
     var text3d = new TextGeometry( text, options );
 
     // Complete manner
 
     var textShapes = THREE.FontUtils.generateShapes( text, options );
     var text3d = new ExtrudeGeometry( textShapes, options );
 
 */
 
 
 THREE.TextGeometry = function ( text, parameters ) {
 
     parameters = parameters || {};
 
     var textShapes = THREE.FontUtils.generateShapes( text, parameters );
 
     // translate parameters to ExtrudeGeometry API
 
     parameters.amount = parameters.height !== undefined ? parameters.height : 50;
 
     // defaults
 
     if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
     if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
     if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
 
     THREE.ExtrudeGeometry.call( this, textShapes, parameters );
 
 };
 
 THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
 
 /**
  * @author oosmoxiecode
  * @author mrdoob / http://mrdoob.com/
  * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
  */
 
 THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
 
     THREE.Geometry.call( this );
 
     var scope = this;
 
     this.radius = radius || 100;
     this.tube = tube || 40;
     this.radialSegments = radialSegments || 8;
     this.tubularSegments = tubularSegments || 6;
     this.arc = arc || Math.PI * 2;
 
     var center = new THREE.Vector3(), uvs = [], normals = [];
 
     for ( var j = 0; j <= this.radialSegments; j ++ ) {
 
         for ( var i = 0; i <= this.tubularSegments; i ++ ) {
 
             var u = i / this.tubularSegments * this.arc;
             var v = j / this.radialSegments * Math.PI * 2;
 
             center.x = this.radius * Math.cos( u );
             center.y = this.radius * Math.sin( u );
 
             var vertex = new THREE.Vector3();
             vertex.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u );
             vertex.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u );
             vertex.z = this.tube * Math.sin( v );
 
             this.vertices.push( vertex );
 
             uvs.push( new THREE.Vector2( i / this.tubularSegments, j / this.radialSegments ) );
             normals.push( vertex.clone().sub( center ).normalize() );
 
         }
     }
 
 
     for ( var j = 1; j <= this.radialSegments; j ++ ) {
 
         for ( var i = 1; i <= this.tubularSegments; i ++ ) {
 
             var a = ( this.tubularSegments + 1 ) * j + i - 1;
             var b = ( this.tubularSegments + 1 ) * ( j - 1 ) + i - 1;
             var c = ( this.tubularSegments + 1 ) * ( j - 1 ) + i;
             var d = ( this.tubularSegments + 1 ) * j + i;
 
             var face = new THREE.Face3( a, b, d, [ normals[ a ], normals[ b ], normals[ d ] ] );
             face.normal.add( normals[ a ] );
             face.normal.add( normals[ b ] );
             face.normal.add( normals[ d ] );
             face.normal.normalize();
 
             this.faces.push( face );
 
             this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] );
 
             face = new THREE.Face3( b, c, d, [ normals[ b ], normals[ c ], normals[ d ] ] );
             face.normal.add( normals[ b ] );
             face.normal.add( normals[ c ] );
             face.normal.add( normals[ d ] );
             face.normal.normalize();
 
             this.faces.push( face );
 
             this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
         }
 
     }
 
     this.computeCentroids();
 
 };
 
 THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
 
 /**
  * @author oosmoxiecode
  * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  */
 
 THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
 
     THREE.Geometry.call( this );
 
     var scope = this;
 
     this.radius = radius || 100;
     this.tube = tube || 40;
     this.radialSegments = radialSegments || 64;
     this.tubularSegments = tubularSegments || 8;
     this.p = p || 2;
     this.q = q || 3;
     this.heightScale = heightScale || 1;
     this.grid = new Array( this.radialSegments );
 
     var tang = new THREE.Vector3();
     var n = new THREE.Vector3();
     var bitan = new THREE.Vector3();
 
     for ( var i = 0; i < this.radialSegments; ++ i ) {
 
         this.grid[ i ] = new Array( this.tubularSegments );
         var u = i / this.radialSegments * 2 * this.p * Math.PI;
         var p1 = getPos( u, this.q, this.p, this.radius, this.heightScale );
         var p2 = getPos( u + 0.01, this.q, this.p, this.radius, this.heightScale );
         tang.subVectors( p2, p1 );
         n.addVectors( p2, p1 );
 
         bitan.crossVectors( tang, n );
         n.crossVectors( bitan, tang );
         bitan.normalize();
         n.normalize();
 
         for ( var j = 0; j < this.tubularSegments; ++ j ) {
 
             var v = j / this.tubularSegments * 2 * Math.PI;
             var cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
             var cy = this.tube * Math.sin( v );
 
             var pos = new THREE.Vector3();
             pos.x = p1.x + cx * n.x + cy * bitan.x;
             pos.y = p1.y + cx * n.y + cy * bitan.y;
             pos.z = p1.z + cx * n.z + cy * bitan.z;
 
             this.grid[ i ][ j ] = scope.vertices.push( pos ) - 1;
 
         }
 
     }
 
     for ( var i = 0; i < this.radialSegments; ++ i ) {
 
         for ( var j = 0; j < this.tubularSegments; ++ j ) {
 
             var ip = ( i + 1 ) % this.radialSegments;
             var jp = ( j + 1 ) % this.tubularSegments;
 
             var a = this.grid[ i ][ j ];
             var b = this.grid[ ip ][ j ];
             var c = this.grid[ ip ][ jp ];
             var d = this.grid[ i ][ jp ];
 
             var uva = new THREE.Vector2( i / this.radialSegments, j / this.tubularSegments );
             var uvb = new THREE.Vector2( ( i + 1 ) / this.radialSegments, j / this.tubularSegments );
             var uvc = new THREE.Vector2( ( i + 1 ) / this.radialSegments, ( j + 1 ) / this.tubularSegments );
             var uvd = new THREE.Vector2( i / this.radialSegments, ( j + 1 ) / this.tubularSegments );
 
             this.faces.push( new THREE.Face3( a, b, d ) );
             this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
 
             this.faces.push( new THREE.Face3( b, c, d ) );
             this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
 
         }
     }
 
     this.computeCentroids();
     this.computeFaceNormals();
     this.computeVertexNormals();
 
     function getPos( u, in_q, in_p, radius, heightScale ) {
 
         var cu = Math.cos( u );
         var su = Math.sin( u );
         var quOverP = in_q / in_p * u;
         var cs = Math.cos( quOverP );
 
         var tx = radius * ( 2 + cs ) * 0.5 * cu;
         var ty = radius * ( 2 + cs ) * su * 0.5;
         var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
 
         return new THREE.Vector3( tx, ty, tz );
 
     }
 
 };
 
 THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
 
 /**
  * @author WestLangley / https://github.com/WestLangley
  * @author zz85 / https://github.com/zz85
  * @author miningold / https://github.com/miningold
  *
  * Modified from the TorusKnotGeometry by @oosmoxiecode
  *
  * Creates a tube which extrudes along a 3d spline
  *
  * Uses parallel transport frames as described in
  * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  */
 
 THREE.TubeGeometry = function( path, segments, radius, radialSegments, closed ) {
 
     THREE.Geometry.call( this );
 
     this.path = path;
     this.segments = segments || 64;
     this.radius = radius || 1;
     this.radialSegments = radialSegments || 8;
     this.closed = closed || false;
 
     this.grid = [];
 
     var scope = this,
 
         tangent,
         normal,
         binormal,
 
         numpoints = this.segments + 1,
 
         x, y, z,
         tx, ty, tz,
         u, v,
 
         cx, cy,
         pos, pos2 = new THREE.Vector3(),
         i, j,
         ip, jp,
         a, b, c, d,
         uva, uvb, uvc, uvd;
 
     var frames = new THREE.TubeGeometry.FrenetFrames( this.path, this.segments, this.closed ),
         tangents = frames.tangents,
         normals = frames.normals,
         binormals = frames.binormals;
 
     // proxy internals
     this.tangents = tangents;
     this.normals = normals;
     this.binormals = binormals;
 
     function vert( x, y, z ) {
 
         return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
 
     }
 
 
     // consruct the grid
 
     for ( i = 0; i < numpoints; i++ ) {
 
         this.grid[ i ] = [];
 
         u = i / ( numpoints - 1 );
 
         pos = path.getPointAt( u );
 
         tangent = tangents[ i ];
         normal = normals[ i ];
         binormal = binormals[ i ];
 
         for ( j = 0; j < this.radialSegments; j++ ) {
 
             v = j / this.radialSegments * 2 * Math.PI;
 
             cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
             cy = this.radius * Math.sin( v );
 
             pos2.copy( pos );
             pos2.x += cx * normal.x + cy * binormal.x;
             pos2.y += cx * normal.y + cy * binormal.y;
             pos2.z += cx * normal.z + cy * binormal.z;
 
             this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
 
         }
     }
 
 
     // construct the mesh
 
     for ( i = 0; i < this.segments; i++ ) {
 
         for ( j = 0; j < this.radialSegments; j++ ) {
 
             ip = ( this.closed ) ? (i + 1) % this.segments : i + 1;
             jp = (j + 1) % this.radialSegments;
 
             a = this.grid[ i ][ j ];		// *** NOT NECESSARILY PLANAR ! ***
             b = this.grid[ ip ][ j ];
             c = this.grid[ ip ][ jp ];
             d = this.grid[ i ][ jp ];
 
             uva = new THREE.Vector2( i / this.segments, j / this.radialSegments );
             uvb = new THREE.Vector2( ( i + 1 ) / this.segments, j / this.radialSegments );
             uvc = new THREE.Vector2( ( i + 1 ) / this.segments, ( j + 1 ) / this.radialSegments );
             uvd = new THREE.Vector2( i / this.segments, ( j + 1 ) / this.radialSegments );
 
             this.faces.push( new THREE.Face3( a, b, d ) );
             this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
 
             this.faces.push( new THREE.Face3( b, c, d ) );
             this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
 
         }
     }
 
     this.computeCentroids();
     this.computeFaceNormals();
     this.computeVertexNormals();
 
 };
 
 THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
 
 
 // For computing of Frenet frames, exposing the tangents, normals and binormals the spline
 THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) {
 
     var	tangent = new THREE.Vector3(),
         normal = new THREE.Vector3(),
         binormal = new THREE.Vector3(),
 
         tangents = [],
         normals = [],
         binormals = [],
 
         vec = new THREE.Vector3(),
         mat = new THREE.Matrix4(),
 
         numpoints = segments + 1,
         theta,
         epsilon = 0.0001,
         smallest,
 
         tx, ty, tz,
         i, u, v;
 
 
     // expose internals
     this.tangents = tangents;
     this.normals = normals;
     this.binormals = binormals;
 
     // compute the tangent vectors for each segment on the path
 
     for ( i = 0; i < numpoints; i++ ) {
 
         u = i / ( numpoints - 1 );
 
         tangents[ i ] = path.getTangentAt( u );
         tangents[ i ].normalize();
 
     }
 
     initialNormal3();
 
     function initialNormal1(lastBinormal) {
         // fixed start binormal. Has dangers of 0 vectors
         normals[ 0 ] = new THREE.Vector3();
         binormals[ 0 ] = new THREE.Vector3();
         if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
         normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
         binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
     }
 
     function initialNormal2() {
 
         // This uses the Frenet-Serret formula for deriving binormal
         var t2 = path.getTangentAt( epsilon );
 
         normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
         binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
 
         normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
         binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
 
     }
 
     function initialNormal3() {
         // select an initial normal vector perpenicular to the first tangent vector,
         // and in the direction of the smallest tangent xyz component
 
         normals[ 0 ] = new THREE.Vector3();
         binormals[ 0 ] = new THREE.Vector3();
         smallest = Number.MAX_VALUE;
         tx = Math.abs( tangents[ 0 ].x );
         ty = Math.abs( tangents[ 0 ].y );
         tz = Math.abs( tangents[ 0 ].z );
 
         if ( tx <= smallest ) {
             smallest = tx;
             normal.set( 1, 0, 0 );
         }
 
         if ( ty <= smallest ) {
             smallest = ty;
             normal.set( 0, 1, 0 );
         }
 
         if ( tz <= smallest ) {
             normal.set( 0, 0, 1 );
         }
 
         vec.crossVectors( tangents[ 0 ], normal ).normalize();
 
         normals[ 0 ].crossVectors( tangents[ 0 ], vec );
         binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
     }
 
 
     // compute the slowly-varying normal and binormal vectors for each segment on the path
 
     for ( i = 1; i < numpoints; i++ ) {
 
         normals[ i ] = normals[ i-1 ].clone();
 
         binormals[ i ] = binormals[ i-1 ].clone();
 
         vec.crossVectors( tangents[ i-1 ], tangents[ i ] );
 
         if ( vec.length() > epsilon ) {
 
             vec.normalize();
 
             theta = Math.acos( THREE.Math.clamp( tangents[ i-1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
 
             normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
 
         }
 
         binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
 
     }
 
 
     // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
 
     if ( closed ) {
 
         theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints-1 ] ), -1, 1 ) );
         theta /= ( numpoints - 1 );
 
         if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
 
             theta = -theta;
 
         }
 
         for ( i = 1; i < numpoints; i++ ) {
 
             // twist a little...
             normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
             binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
 
         }
 
     }
 };
 
 /**
  * @author clockworkgeek / https://github.com/clockworkgeek
  * @author timothypratley / https://github.com/timothypratley
  * @author WestLangley / http://github.com/WestLangley
 */
 
 THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) {
 
     THREE.Geometry.call( this );
 
     radius = radius || 1;
     detail = detail || 0;
 
     var that = this;
 
     for ( var i = 0, l = vertices.length; i < l; i ++ ) {
 
         prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) );
 
     }
 
     var midpoints = [], p = this.vertices;
 
     var f = [];
     for ( var i = 0, l = faces.length; i < l; i ++ ) {
 
         var v1 = p[ faces[ i ][ 0 ] ];
         var v2 = p[ faces[ i ][ 1 ] ];
         var v3 = p[ faces[ i ][ 2 ] ];
 
         f[ i ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
 
     }
 
     for ( var i = 0, l = f.length; i < l; i ++ ) {
 
         subdivide(f[ i ], detail);
 
     }
 
 
     // Handle case when face straddles the seam
 
     for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
 
         var uvs = this.faceVertexUvs[ 0 ][ i ];
 
         var x0 = uvs[ 0 ].x;
         var x1 = uvs[ 1 ].x;
         var x2 = uvs[ 2 ].x;
 
         var max = Math.max( x0, Math.max( x1, x2 ) );
         var min = Math.min( x0, Math.min( x1, x2 ) );
 
         if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary
 
             if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
             if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
             if ( x2 < 0.2 ) uvs[ 2 ].x += 1;
 
         }
 
     }
 
 
     // Apply radius
 
     for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
 
         this.vertices[ i ].multiplyScalar( radius );
 
     }
 
 
     // Merge vertices
 
     this.mergeVertices();
 
     this.computeCentroids();
 
     this.computeFaceNormals();
 
     this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
 
 
     // Project vector onto sphere's surface
 
     function prepare( vector ) {
 
         var vertex = vector.normalize().clone();
         vertex.index = that.vertices.push( vertex ) - 1;
 
         // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
 
         var u = azimuth( vector ) / 2 / Math.PI + 0.5;
         var v = inclination( vector ) / Math.PI + 0.5;
         vertex.uv = new THREE.Vector2( u, 1 - v );
 
         return vertex;
 
     }
 
 
     // Approximate a curved face with recursively sub-divided triangles.
 
     function make( v1, v2, v3 ) {
 
         var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
         face.centroid.add( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
         that.faces.push( face );
 
         var azi = azimuth( face.centroid );
 
         that.faceVertexUvs[ 0 ].push( [
             correctUV( v1.uv, v1, azi ),
             correctUV( v2.uv, v2, azi ),
             correctUV( v3.uv, v3, azi )
         ] );
 
     }
 
 
     // Analytically subdivide a face to the required detail level.
 
     function subdivide(face, detail ) {
 
         var cols = Math.pow(2, detail);
         var cells = Math.pow(4, detail);
         var a = prepare( that.vertices[ face.a ] );
         var b = prepare( that.vertices[ face.b ] );
         var c = prepare( that.vertices[ face.c ] );
         var v = [];
 
         // Construct all of the vertices for this subdivision.
 
         for ( var i = 0 ; i <= cols; i ++ ) {
 
             v[ i ] = [];
 
             var aj = prepare( a.clone().lerp( c, i / cols ) );
             var bj = prepare( b.clone().lerp( c, i / cols ) );
             var rows = cols - i;
 
             for ( var j = 0; j <= rows; j ++) {
 
                 if ( j == 0 && i == cols ) {
 
                     v[ i ][ j ] = aj;
 
                 } else {
 
                     v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );
 
                 }
 
             }
 
         }
 
         // Construct all of the faces.
 
         for ( var i = 0; i < cols ; i ++ ) {
 
             for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) {
 
                 var k = Math.floor( j / 2 );
 
                 if ( j % 2 == 0 ) {
 
                     make(
                         v[ i ][ k + 1],
                         v[ i + 1 ][ k ],
                         v[ i ][ k ]
                     );
 
                 } else {
 
                     make(
                         v[ i ][ k + 1 ],
                         v[ i + 1][ k + 1],
                         v[ i + 1 ][ k ]
                     );
 
                 }
 
             }
 
         }
 
     }
 
 
     // Angle around the Y axis, counter-clockwise when looking from above.
 
     function azimuth( vector ) {
 
         return Math.atan2( vector.z, -vector.x );
 
     }
 
 
     // Angle above the XZ plane.
 
     function inclination( vector ) {
 
         return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
 
     }
 
 
     // Texture fixing helper. Spheres have some odd behaviours.
 
     function correctUV( uv, vector, azimuth ) {
 
         if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
         if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
         return uv.clone();
 
     }
 
 
 };
 
 THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
 
 /**
  * @author timothypratley / https://github.com/timothypratley
  */
 
 THREE.IcosahedronGeometry = function ( radius, detail ) {
 
     this.radius = radius;
     this.detail = detail;
 
     var t = ( 1 + Math.sqrt( 5 ) ) / 2;
 
     var vertices = [
         [ -1,  t,  0 ], [  1, t, 0 ], [ -1, -t,  0 ], [  1, -t,  0 ],
         [  0, -1,  t ], [  0, 1, t ], [  0, -1, -t ], [  0,  1, -t ],
         [  t,  0, -1 ], [  t, 0, 1 ], [ -t,  0, -1 ], [ -t,  0,  1 ]
     ];
 
     var faces = [
         [ 0, 11,  5 ], [ 0,  5,  1 ], [  0,  1,  7 ], [  0,  7, 10 ], [  0, 10, 11 ],
         [ 1,  5,  9 ], [ 5, 11,  4 ], [ 11, 10,  2 ], [ 10,  7,  6 ], [  7,  1,  8 ],
         [ 3,  9,  4 ], [ 3,  4,  2 ], [  3,  2,  6 ], [  3,  6,  8 ], [  3,  8,  9 ],
         [ 4,  9,  5 ], [ 2,  4, 11 ], [  6,  2, 10 ], [  8,  6,  7 ], [  9,  8,  1 ]
     ];
 
     THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
 
 };
 
 THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
 
 /**
  * @author timothypratley / https://github.com/timothypratley
  */
 
 THREE.OctahedronGeometry = function ( radius, detail ) {
 
     var vertices = [
         [ 1, 0, 0 ], [ -1, 0, 0 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 0, 0, 1 ], [ 0, 0, -1 ]
     ];
 
     var faces = [
         [ 0, 2, 4 ], [ 0, 4, 3 ], [ 0, 3, 5 ], [ 0, 5, 2 ], [ 1, 2, 5 ], [ 1, 5, 3 ], [ 1, 3, 4 ], [ 1, 4, 2 ]
     ];
 
     THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
 };
 
 THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
 
 /**
  * @author timothypratley / https://github.com/timothypratley
  */
 
 THREE.TetrahedronGeometry = function ( radius, detail ) {
 
     var vertices = [
         [ 1,  1,  1 ], [ -1, -1, 1 ], [ -1, 1, -1 ], [ 1, -1, -1 ]
     ];
 
     var faces = [
         [ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ]
     ];
 
     THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
 
 };
 
 THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
 
 /**
  * @author zz85 / https://github.com/zz85
  * Parametric Surfaces Geometry
  * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  *
  * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements );
  *
  */
 
 THREE.ParametricGeometry = function ( func, slices, stacks ) {
 
     THREE.Geometry.call( this );
 
     var verts = this.vertices;
     var faces = this.faces;
     var uvs = this.faceVertexUvs[ 0 ];
 
     var i, il, j, p;
     var u, v;
 
     var stackCount = stacks + 1;
     var sliceCount = slices + 1;
 
     for ( i = 0; i <= stacks; i ++ ) {
 
         v = i / stacks;
 
         for ( j = 0; j <= slices; j ++ ) {
 
             u = j / slices;
 
             p = func( u, v );
             verts.push( p );
 
         }
     }
 
     var a, b, c, d;
     var uva, uvb, uvc, uvd;
 
     for ( i = 0; i < stacks; i ++ ) {
 
         for ( j = 0; j < slices; j ++ ) {
 
             a = i * sliceCount + j;
             b = i * sliceCount + j + 1;
             c = (i + 1) * sliceCount + j + 1;
             d = (i + 1) * sliceCount + j;
 
             uva = new THREE.Vector2( j / slices, i / stacks );
             uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
             uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
             uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
 
             faces.push( new THREE.Face3( a, b, d ) );
             uvs.push( [ uva, uvb, uvd ] );
 
             faces.push( new THREE.Face3( b, c, d ) );
             uvs.push( [ uvb.clone(), uvc, uvd.clone() ] );
 
         }
 
     }
 
     // console.log(this);
 
     // magic bullet
     // var diff = this.mergeVertices();
     // console.log('removed ', diff, ' vertices by merging');
 
     this.computeCentroids();
     this.computeFaceNormals();
     this.computeVertexNormals();
 
 };
 
 THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
 
 /**
  * @author sroucheray / http://sroucheray.org/
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.AxisHelper = function ( size ) {
 
     size = size || 1;
 
     var geometry = new THREE.Geometry();
 
     geometry.vertices.push(
         new THREE.Vector3(), new THREE.Vector3( size, 0, 0 ),
         new THREE.Vector3(), new THREE.Vector3( 0, size, 0 ),
         new THREE.Vector3(), new THREE.Vector3( 0, 0, size )
     );
 
     geometry.colors.push(
         new THREE.Color( 0xff0000 ), new THREE.Color( 0xffaa00 ),
         new THREE.Color( 0x00ff00 ), new THREE.Color( 0xaaff00 ),
         new THREE.Color( 0x0000ff ), new THREE.Color( 0x00aaff )
     );
 
     var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
 
     THREE.Line.call( this, geometry, material, THREE.LinePieces );
 
 };
 
 THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
 
 /**
  * @author WestLangley / http://github.com/WestLangley
  * @author zz85 / http://github.com/zz85
  * @author bhouston / http://exocortex.com
  *
  * Creates an arrow for visualizing directions
  *
  * Parameters:
  *  dir - Vector3
  *  origin - Vector3
  *  length - Number
  *  hex - color in hex value
  */
 
 THREE.ArrowHelper = function ( dir, origin, length, hex ) {
 
     // dir is assumed to be normalized
 
     THREE.Object3D.call( this );
 
     if ( hex === undefined ) hex = 0xffff00;
     if ( length === undefined ) length = 1;
 
     this.position = origin;
 
     var lineGeometry = new THREE.Geometry();
     lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) );
     lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) );
 
     this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: hex } ) );
     this.line.matrixAutoUpdate = false;
     this.add( this.line );
 
     var coneGeometry = new THREE.CylinderGeometry( 0, 0.05, 0.25, 5, 1 );
     coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, 0.875, 0 ) );
 
     this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: hex } ) );
     this.cone.matrixAutoUpdate = false;
     this.add( this.cone );
 
     this.setDirection( dir );
     this.setLength( length );
 
 };
 
 THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
 
 THREE.ArrowHelper.prototype.setDirection = function () {
 
     var axis = new THREE.Vector3();
     var radians;
 
     return function ( dir ) {
 
         // dir is assumed to be normalized
 
         if ( dir.y > 0.99999 ) {
 
             this.quaternion.set( 0, 0, 0, 1 );
 
         } else if ( dir.y < - 0.99999 ) {
 
             this.quaternion.set( 1, 0, 0, 0 );
 
         } else {
 
             axis.set( dir.z, 0, - dir.x ).normalize();
 
             radians = Math.acos( dir.y );
 
             this.quaternion.setFromAxisAngle( axis, radians );
 
         }
 
     };
 
 }();
 
 THREE.ArrowHelper.prototype.setLength = function ( length ) {
 
     this.scale.set( length, length, length );
 
 };
 
 THREE.ArrowHelper.prototype.setColor = function ( hex ) {
 
     this.line.material.color.setHex( hex );
     this.cone.material.color.setHex( hex );
 
 };
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.BoxHelper = function ( object ) {
 
     //   5____4
     // 1/___0/|
     // | 6__|_7
     // 2/___3/
 
     var vertices = [
         new THREE.Vector3(   1,   1,   1 ),
         new THREE.Vector3( - 1,   1,   1 ),
         new THREE.Vector3( - 1, - 1,   1 ),
         new THREE.Vector3(   1, - 1,   1 ),
 
         new THREE.Vector3(   1,   1, - 1 ),
         new THREE.Vector3( - 1,   1, - 1 ),
         new THREE.Vector3( - 1, - 1, - 1 ),
         new THREE.Vector3(   1, - 1, - 1 )
     ];
 
     this.vertices = vertices;
 
     // TODO: Wouldn't be nice if Line had .segments?
 
     var geometry = new THREE.Geometry();
     geometry.vertices.push(
         vertices[ 0 ], vertices[ 1 ],
         vertices[ 1 ], vertices[ 2 ],
         vertices[ 2 ], vertices[ 3 ],
         vertices[ 3 ], vertices[ 0 ],
 
         vertices[ 4 ], vertices[ 5 ],
         vertices[ 5 ], vertices[ 6 ],
         vertices[ 6 ], vertices[ 7 ],
         vertices[ 7 ], vertices[ 4 ],
 
         vertices[ 0 ], vertices[ 4 ],
         vertices[ 1 ], vertices[ 5 ],
         vertices[ 2 ], vertices[ 6 ],
         vertices[ 3 ], vertices[ 7 ]
     );
 
     THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ), THREE.LinePieces );
 
     if ( object !== undefined ) {
 
         this.update( object );
 
     }
 
 };
 
 THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype );
 
 THREE.BoxHelper.prototype.update = function ( object ) {
 
     var geometry = object.geometry;
 
     if ( geometry.boundingBox === null ) {
 
         geometry.computeBoundingBox();
 
     }
 
     var min = geometry.boundingBox.min;
     var max = geometry.boundingBox.max;
     var vertices = this.vertices;
 
     vertices[ 0 ].set( max.x, max.y, max.z );
     vertices[ 1 ].set( min.x, max.y, max.z );
     vertices[ 2 ].set( min.x, min.y, max.z );
     vertices[ 3 ].set( max.x, min.y, max.z );
     vertices[ 4 ].set( max.x, max.y, min.z );
     vertices[ 5 ].set( min.x, max.y, min.z );
     vertices[ 6 ].set( min.x, min.y, min.z );
     vertices[ 7 ].set( max.x, min.y, min.z );
 
     this.geometry.computeBoundingSphere();
     this.geometry.verticesNeedUpdate = true;
 
     this.matrixAutoUpdate = false;
     this.matrixWorld = object.matrixWorld;
 
 };
 
 /**
  * @author WestLangley / http://github.com/WestLangley
  */
 
 // a helper to show the world-axis-aligned bounding box for an object
 
 THREE.BoundingBoxHelper = function ( object, hex ) {
 
     var color = hex || 0x888888;
 
     this.object = object;
 
     this.box = new THREE.Box3();
 
     THREE.Mesh.call( this, new THREE.CubeGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );
 
 };
 
 THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );
 
 THREE.BoundingBoxHelper.prototype.update = function () {
 
     this.box.setFromObject( this.object );
 
     this.box.size( this.scale );
 
     this.box.center( this.position );
 
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  *
  *	- shows frustum, line of sight and up of the camera
  *	- suitable for fast updates
  * 	- based on frustum visualization in lightgl.js shadowmap example
  *		http://evanw.github.com/lightgl.js/tests/shadowmap.html
  */
 
 THREE.CameraHelper = function ( camera ) {
 
     var geometry = new THREE.Geometry();
     var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
 
     var pointMap = {};
 
     // colors
 
     var hexFrustum = 0xffaa00;
     var hexCone = 0xff0000;
     var hexUp = 0x00aaff;
     var hexTarget = 0xffffff;
     var hexCross = 0x333333;
 
     // near
 
     addLine( "n1", "n2", hexFrustum );
     addLine( "n2", "n4", hexFrustum );
     addLine( "n4", "n3", hexFrustum );
     addLine( "n3", "n1", hexFrustum );
 
     // far
 
     addLine( "f1", "f2", hexFrustum );
     addLine( "f2", "f4", hexFrustum );
     addLine( "f4", "f3", hexFrustum );
     addLine( "f3", "f1", hexFrustum );
 
     // sides
 
     addLine( "n1", "f1", hexFrustum );
     addLine( "n2", "f2", hexFrustum );
     addLine( "n3", "f3", hexFrustum );
     addLine( "n4", "f4", hexFrustum );
 
     // cone
 
     addLine( "p", "n1", hexCone );
     addLine( "p", "n2", hexCone );
     addLine( "p", "n3", hexCone );
     addLine( "p", "n4", hexCone );
 
     // up
 
     addLine( "u1", "u2", hexUp );
     addLine( "u2", "u3", hexUp );
     addLine( "u3", "u1", hexUp );
 
     // target
 
     addLine( "c", "t", hexTarget );
     addLine( "p", "c", hexCross );
 
     // cross
 
     addLine( "cn1", "cn2", hexCross );
     addLine( "cn3", "cn4", hexCross );
 
     addLine( "cf1", "cf2", hexCross );
     addLine( "cf3", "cf4", hexCross );
 
     function addLine( a, b, hex ) {
 
         addPoint( a, hex );
         addPoint( b, hex );
 
     }
 
     function addPoint( id, hex ) {
 
         geometry.vertices.push( new THREE.Vector3() );
         geometry.colors.push( new THREE.Color( hex ) );
 
         if ( pointMap[ id ] === undefined ) {
 
             pointMap[ id ] = [];
 
         }
 
         pointMap[ id ].push( geometry.vertices.length - 1 );
 
     }
 
     THREE.Line.call( this, geometry, material, THREE.LinePieces );
 
     this.camera = camera;
     this.matrixWorld = camera.matrixWorld;
     this.matrixAutoUpdate = false;
 
     this.pointMap = pointMap;
 
     this.update();
 
 };
 
 THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
 
 THREE.CameraHelper.prototype.update = function () {
 
     var vector = new THREE.Vector3();
     var camera = new THREE.Camera();
     var projector = new THREE.Projector();
 
     return function () {
 
         var scope = this;
 
         var w = 1, h = 1;
 
         // we need just camera projection matrix
         // world matrix must be identity
 
         camera.projectionMatrix.copy( this.camera.projectionMatrix );
 
         // center / target
 
         setPoint( "c", 0, 0, -1 );
         setPoint( "t", 0, 0,  1 );
 
         // near
 
         setPoint( "n1", -w, -h, -1 );
         setPoint( "n2",  w, -h, -1 );
         setPoint( "n3", -w,  h, -1 );
         setPoint( "n4",  w,  h, -1 );
 
         // far
 
         setPoint( "f1", -w, -h, 1 );
         setPoint( "f2",  w, -h, 1 );
         setPoint( "f3", -w,  h, 1 );
         setPoint( "f4",  w,  h, 1 );
 
         // up
 
         setPoint( "u1",  w * 0.7, h * 1.1, -1 );
         setPoint( "u2", -w * 0.7, h * 1.1, -1 );
         setPoint( "u3",        0, h * 2,   -1 );
 
         // cross
 
         setPoint( "cf1", -w,  0, 1 );
         setPoint( "cf2",  w,  0, 1 );
         setPoint( "cf3",  0, -h, 1 );
         setPoint( "cf4",  0,  h, 1 );
 
         setPoint( "cn1", -w,  0, -1 );
         setPoint( "cn2",  w,  0, -1 );
         setPoint( "cn3",  0, -h, -1 );
         setPoint( "cn4",  0,  h, -1 );
 
         function setPoint( point, x, y, z ) {
 
             vector.set( x, y, z );
             projector.unprojectVector( vector, camera );
 
             var points = scope.pointMap[ point ];
 
             if ( points !== undefined ) {
 
                 for ( var i = 0, il = points.length; i < il; i ++ ) {
 
                     scope.geometry.vertices[ points[ i ] ].copy( vector );
 
                 }
 
             }
 
         }
 
         this.geometry.verticesNeedUpdate = true;
 
     };
 
 }();
 
 /**
  * @author alteredq / http://alteredqualia.com/
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.DirectionalLightHelper = function ( light, size ) {
 
     THREE.Object3D.call( this );
 
     this.light = light;
     this.light.updateMatrixWorld();
 
     this.matrixWorld = light.matrixWorld;
     this.matrixAutoUpdate = false;
 
     var geometry = new THREE.PlaneGeometry( size, size );
     var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
     material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
 
     this.lightPlane = new THREE.Mesh( geometry, material );
     this.add( this.lightPlane );
 
     geometry = new THREE.Geometry();
     geometry.vertices.push( new THREE.Vector3() );
     geometry.vertices.push( new THREE.Vector3() );
     geometry.computeLineDistances();
 
     material = new THREE.LineBasicMaterial( { fog: false } );
     material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
 
     this.targetLine = new THREE.Line( geometry, material );
     this.add( this.targetLine );
 
     this.update();
 
 };
 
 THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
 
 THREE.DirectionalLightHelper.prototype.update = function () {
 
     var vector = new THREE.Vector3();
 
     return function () {
 
         vector.getPositionFromMatrix( this.light.matrixWorld ).negate();
 
         this.lightPlane.lookAt( vector );
         this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
 
         this.targetLine.geometry.vertices[ 1 ].copy( vector );
         this.targetLine.geometry.verticesNeedUpdate = true;
         this.targetLine.material.color.copy( this.lightPlane.material.color );
 
     }
 
 }();
 
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author WestLangley / http://github.com/WestLangley
 */
 
 THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {
 
     this.object = object;
 
     this.size = size || 1;
 
     var color = hex || 0xffff00;
 
     var width = linewidth || 1;
 
     var geometry = new THREE.Geometry();
 
     var faces = this.object.geometry.faces;
 
     for ( var i = 0, l = faces.length; i < l; i ++ ) {
 
         geometry.vertices.push( new THREE.Vector3() );
         geometry.vertices.push( new THREE.Vector3() );
 
     }
 
     THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
 
     this.matrixAutoUpdate = false;
 
     this.normalMatrix = new THREE.Matrix3();
 
     this.update();
 
 };
 
 THREE.FaceNormalsHelper.prototype = Object.create( THREE.Line.prototype );
 
 THREE.FaceNormalsHelper.prototype.update = ( function ( object ) {
 
     var v1 = new THREE.Vector3();
 
     return function ( object ) {
 
         this.object.updateMatrixWorld( true );
 
         this.normalMatrix.getNormalMatrix( this.object.matrixWorld );
 
         var vertices = this.geometry.vertices;
 
         var faces = this.object.geometry.faces;
 
         var worldMatrix = this.object.matrixWorld;
 
         for ( var i = 0, l = faces.length; i < l; i ++ ) {
 
             var face = faces[ i ];
 
             v1.copy( face.normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size );
 
             var idx = 2 * i;
 
             vertices[ idx ].copy( face.centroid ).applyMatrix4( worldMatrix );
 
             vertices[ idx + 1 ].addVectors( vertices[ idx ], v1 );
 
         }
 
         this.geometry.verticesNeedUpdate = true;
 
         return this;
 
     }
 
 }());
 
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.GridHelper = function ( size, step ) {
 
     var geometry = new THREE.Geometry();
     var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
 
     this.color1 = new THREE.Color( 0x444444 );
     this.color2 = new THREE.Color( 0x888888 );
 
     for ( var i = - size; i <= size; i += step ) {
 
         geometry.vertices.push(
             new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ),
             new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size )
         );
 
         var color = i === 0 ? this.color1 : this.color2;
 
         geometry.colors.push( color, color, color, color );
 
     }
 
     THREE.Line.call( this, geometry, material, THREE.LinePieces );
 
 };
 
 THREE.GridHelper.prototype = Object.create( THREE.Line.prototype );
 
 THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) {
 
     this.color1.set( colorCenterLine );
     this.color2.set( colorGrid );
 
     this.geometry.colorsNeedUpdate = true;
 
 }
 
 /**
  * @author alteredq / http://alteredqualia.com/
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
 
     THREE.Object3D.call( this );
 
     this.light = light;
     this.light.updateMatrixWorld();
 
     this.matrixWorld = light.matrixWorld;
     this.matrixAutoUpdate = false;
 
     this.colors = [ new THREE.Color(), new THREE.Color() ];
 
     var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
     geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
 
     for ( var i = 0, il = 8; i < il; i ++ ) {
 
         geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];
 
     }
 
     var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );
 
     this.lightSphere = new THREE.Mesh( geometry, material );
     this.add( this.lightSphere );
 
     this.update();
 
 };
 
 THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
 
 THREE.HemisphereLightHelper.prototype.update = function () {
 
     var vector = new THREE.Vector3();
 
     return function () {
 
         this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
         this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
 
         this.lightSphere.lookAt( vector.getPositionFromMatrix( this.light.matrixWorld ).negate() );
         this.lightSphere.geometry.colorsNeedUpdate = true;
 
     }
 
 }();
 
 
 /**
  * @author alteredq / http://alteredqualia.com/
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.PointLightHelper = function ( light, sphereSize ) {
 
     this.light = light;
     this.light.updateMatrixWorld();
 
     var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
     var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
     material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
 
     THREE.Mesh.call( this, geometry, material );
 
     this.matrixWorld = this.light.matrixWorld;
     this.matrixAutoUpdate = false;
 
     /*
     var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
     var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
 
     this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
     this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
 
     var d = light.distance;
 
     if ( d === 0.0 ) {
 
         this.lightDistance.visible = false;
 
     } else {
 
         this.lightDistance.scale.set( d, d, d );
 
     }
 
     this.add( this.lightDistance );
     */
 
 };
 
 THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype );
 
 THREE.PointLightHelper.prototype.update = function () {
 
     this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
 
     /*
     var d = this.light.distance;
 
     if ( d === 0.0 ) {
 
         this.lightDistance.visible = false;
 
     } else {
 
         this.lightDistance.visible = true;
         this.lightDistance.scale.set( d, d, d );
 
     }
     */
 
 };
 
 
 /**
  * @author alteredq / http://alteredqualia.com/
  * @author mrdoob / http://mrdoob.com/
  * @author WestLangley / http://github.com/WestLangley
 */
 
 THREE.SpotLightHelper = function ( light ) {
 
     THREE.Object3D.call( this );
 
     this.light = light;
     this.light.updateMatrixWorld();
 
     this.matrixWorld = light.matrixWorld;
     this.matrixAutoUpdate = false;
 
     var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true );
 
     geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, -0.5, 0 ) );
     geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
 
     var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
     
     this.cone = new THREE.Mesh( geometry, material );
     this.add( this.cone );
 
     this.update();
 
 };
 
 THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
 
 THREE.SpotLightHelper.prototype.update = function () {
 
     var vector = new THREE.Vector3();
     var vector2 = new THREE.Vector3();
 
     return function () {
 
         var coneLength = this.light.distance ? this.light.distance : 10000;
         var coneWidth = coneLength * Math.tan( this.light.angle );
 
         this.cone.scale.set( coneWidth, coneWidth, coneLength );
 
         vector.getPositionFromMatrix( this.light.matrixWorld );
         vector2.getPositionFromMatrix( this.light.target.matrixWorld );
 
         this.cone.lookAt( vector2.sub( vector ) );
 
         this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
 
     };
 
 }();
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author WestLangley / http://github.com/WestLangley
 */
 
 THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {
 
     this.object = object;
 
     this.size = size || 1;
 
     var color = hex || 0xff0000;
 
     var width = linewidth || 1;
 
     var geometry = new THREE.Geometry();
 
     var vertices = object.geometry.vertices;
 
     var faces = object.geometry.faces;
 
     for ( var i = 0, l = faces.length; i < l; i ++ ) {
 
         var face = faces[ i ];
 
         for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
 
             geometry.vertices.push( new THREE.Vector3() );
             geometry.vertices.push( new THREE.Vector3() );
 
         }
 
     }
 
     THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
 
     this.matrixAutoUpdate = false;
 
     this.normalMatrix = new THREE.Matrix3();
 
     this.update();
 
 };
 
 THREE.VertexNormalsHelper.prototype = Object.create( THREE.Line.prototype );
 
 THREE.VertexNormalsHelper.prototype.update = ( function ( object ) {
 
     var v1 = new THREE.Vector3();
 
     return function( object ) {
 
         var keys = [ 'a', 'b', 'c', 'd' ];
 
         this.object.updateMatrixWorld( true );
 
         this.normalMatrix.getNormalMatrix( this.object.matrixWorld );
 
         var vertices = this.geometry.vertices;
 
         var verts = this.object.geometry.vertices;
 
         var faces = this.object.geometry.faces;
 
         var worldMatrix = this.object.matrixWorld;
 
         var idx = 0;
 
         for ( var i = 0, l = faces.length; i < l; i ++ ) {
 
             var face = faces[ i ];
 
             for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
 
                 var vertexId = face[ keys[ j ] ];
                 var vertex = verts[ vertexId ];
 
                 var normal = face.vertexNormals[ j ];
 
                 vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
 
                 v1.copy( normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size );
 
                 v1.add( vertices[ idx ] );
                 idx = idx + 1;
 
                 vertices[ idx ].copy( v1 );
                 idx = idx + 1;
 
             }
 
         }
 
         this.geometry.verticesNeedUpdate = true;
 
         return this;
 
     }
 
 }());
 
 /**
  * @author mrdoob / http://mrdoob.com/
  * @author WestLangley / http://github.com/WestLangley
 */
 
 THREE.VertexTangentsHelper = function ( object, size, hex, linewidth ) {
 
     this.object = object;
 
     this.size = size || 1;
 
     var color = hex || 0x0000ff;
 
     var width = linewidth || 1;
 
     var geometry = new THREE.Geometry();
 
     var vertices = object.geometry.vertices;
 
     var faces = object.geometry.faces;
 
     for ( var i = 0, l = faces.length; i < l; i ++ ) {
 
         var face = faces[ i ];
 
         for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
 
             geometry.vertices.push( new THREE.Vector3() );
             geometry.vertices.push( new THREE.Vector3() );
 
         }
 
     }
 
     THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
 
     this.matrixAutoUpdate = false;
 
     this.update();
 
 };
 
 THREE.VertexTangentsHelper.prototype = Object.create( THREE.Line.prototype );
 
 THREE.VertexTangentsHelper.prototype.update = ( function ( object ) {
 
     var v1 = new THREE.Vector3();
 
     return function( object ) {
 
         var keys = [ 'a', 'b', 'c', 'd' ];
 
         this.object.updateMatrixWorld( true );
 
         var vertices = this.geometry.vertices;
 
         var verts = this.object.geometry.vertices;
 
         var faces = this.object.geometry.faces;
 
         var worldMatrix = this.object.matrixWorld;
 
         var idx = 0;
 
         for ( var i = 0, l = faces.length; i < l; i ++ ) {
 
             var face = faces[ i ];
 
             for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
 
                 var vertexId = face[ keys[ j ] ];
                 var vertex = verts[ vertexId ];
 
                 var tangent = face.vertexTangents[ j ];
 
                 vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
 
                 v1.copy( tangent ).transformDirection( worldMatrix ).multiplyScalar( this.size );
 
                 v1.add( vertices[ idx ] );
                 idx = idx + 1;
 
                 vertices[ idx ].copy( v1 );
                 idx = idx + 1;
 
             }
 
         }
 
         this.geometry.verticesNeedUpdate = true;
 
         return this;
 
     }
 
 }());
 
 /**
  * @author mrdoob / http://mrdoob.com/
  */
 
 THREE.WireframeHelper = function ( object ) {
 
     var edge = [ 0, 0 ], hash = {};
     var sortFunction = function ( a, b ) { return a - b };
 
     var keys = [ 'a', 'b', 'c', 'd' ];
     var geometry = new THREE.Geometry();
 
     var vertices = object.geometry.vertices;
     var faces = object.geometry.faces;
 
     for ( var i = 0, l = faces.length; i < l; i ++ ) {
 
         var face = faces[ i ];
 
         for ( var j = 0; j < 3; j ++ ) {
 
             edge[ 0 ] = face[ keys[ j ] ];
             edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
             edge.sort( sortFunction );
 
             var key = edge.toString();
 
             if ( hash[ key ] === undefined ) {
 
                 geometry.vertices.push( vertices[ edge[ 0 ] ] );
                 geometry.vertices.push( vertices[ edge[ 1 ] ] );
 
                 hash[ key ] = true;
 
             }
 
         }
 
     }
 
     THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffffff } ), THREE.LinePieces );
 
     this.matrixAutoUpdate = false;
     this.matrixWorld = object.matrixWorld;
 
 };
 
 THREE.WireframeHelper.prototype = Object.create( THREE.Line.prototype );
 
 /**
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.ImmediateRenderObject = function () {
 
     THREE.Object3D.call( this );
 
     this.render = function ( renderCallback ) { };
 
 };
 
 THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
 
 /**
  * @author mikael emtinger / http://gomo.se/
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.LensFlare = function ( texture, size, distance, blending, color ) {
 
     THREE.Object3D.call( this );
 
     this.lensFlares = [];
 
     this.positionScreen = new THREE.Vector3();
     this.customUpdateCallback = undefined;
 
     if( texture !== undefined ) {
 
         this.add( texture, size, distance, blending, color );
 
     }
 
 };
 
 THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
 
 
 /*
  * Add: adds another flare
  */
 
 THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
 
     if( size === undefined ) size = -1;
     if( distance === undefined ) distance = 0;
     if( opacity === undefined ) opacity = 1;
     if( color === undefined ) color = new THREE.Color( 0xffffff );
     if( blending === undefined ) blending = THREE.NormalBlending;
 
     distance = Math.min( distance, Math.max( 0, distance ) );
 
     this.lensFlares.push( { texture: texture, 			// THREE.Texture
                             size: size, 				// size in pixels (-1 = use texture.width)
                             distance: distance, 		// distance (0-1) from light source (0=at light source)
                             x: 0, y: 0, z: 0,			// screen position (-1 => 1) z = 0 is ontop z = 1 is back
                             scale: 1, 					// scale
                             rotation: 1, 				// rotation
                             opacity: opacity,			// opacity
                             color: color,				// color
                             blending: blending } );		// blending
 
 };
 
 
 /*
  * Update lens flares update positions on all flares based on the screen position
  * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
  */
 
 THREE.LensFlare.prototype.updateLensFlares = function () {
 
     var f, fl = this.lensFlares.length;
     var flare;
     var vecX = -this.positionScreen.x * 2;
     var vecY = -this.positionScreen.y * 2;
 
     for( f = 0; f < fl; f ++ ) {
 
         flare = this.lensFlares[ f ];
 
         flare.x = this.positionScreen.x + vecX * flare.distance;
         flare.y = this.positionScreen.y + vecY * flare.distance;
 
         flare.wantedRotation = flare.x * Math.PI * 0.25;
         flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
 
     }
 
 };
 
 
 
 
 
 
 
 
 
 
 
 
 
 /**
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.MorphBlendMesh = function( geometry, material ) {
 
     THREE.Mesh.call( this, geometry, material );
 
     this.animationsMap = {};
     this.animationsList = [];
 
     // prepare default animation
     // (all frames played together in 1 second)
 
     var numFrames = this.geometry.morphTargets.length;
 
     var name = "__default";
 
     var startFrame = 0;
     var endFrame = numFrames - 1;
 
     var fps = numFrames / 1;
 
     this.createAnimation( name, startFrame, endFrame, fps );
     this.setAnimationWeight( name, 1 );
 
 };
 
 THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
 
 THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
 
     var animation = {
 
         startFrame: start,
         endFrame: end,
 
         length: end - start + 1,
 
         fps: fps,
         duration: ( end - start ) / fps,
 
         lastFrame: 0,
         currentFrame: 0,
 
         active: false,
 
         time: 0,
         direction: 1,
         weight: 1,
 
         directionBackwards: false,
         mirroredLoop: false
 
     };
 
     this.animationsMap[ name ] = animation;
     this.animationsList.push( animation );
 
 };
 
 THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
 
     var pattern = /([a-z]+)(\d+)/;
 
     var firstAnimation, frameRanges = {};
 
     var geometry = this.geometry;
 
     for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
 
         var morph = geometry.morphTargets[ i ];
         var chunks = morph.name.match( pattern );
 
         if ( chunks && chunks.length > 1 ) {
 
             var name = chunks[ 1 ];
             var num = chunks[ 2 ];
 
             if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity };
 
             var range = frameRanges[ name ];
 
             if ( i < range.start ) range.start = i;
             if ( i > range.end ) range.end = i;
 
             if ( ! firstAnimation ) firstAnimation = name;
 
         }
 
     }
 
     for ( var name in frameRanges ) {
 
         var range = frameRanges[ name ];
         this.createAnimation( name, range.start, range.end, fps );
 
     }
 
     this.firstAnimation = firstAnimation;
 
 };
 
 THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
 
     var animation = this.animationsMap[ name ];
 
     if ( animation ) {
 
         animation.direction = 1;
         animation.directionBackwards = false;
 
     }
 
 };
 
 THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
 
     var animation = this.animationsMap[ name ];
 
     if ( animation ) {
 
         animation.direction = -1;
         animation.directionBackwards = true;
 
     }
 
 };
 
 THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
 
     var animation = this.animationsMap[ name ];
 
     if ( animation ) {
 
         animation.fps = fps;
         animation.duration = ( animation.end - animation.start ) / animation.fps;
 
     }
 
 };
 
 THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
 
     var animation = this.animationsMap[ name ];
 
     if ( animation ) {
 
         animation.duration = duration;
         animation.fps = ( animation.end - animation.start ) / animation.duration;
 
     }
 
 };
 
 THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
 
     var animation = this.animationsMap[ name ];
 
     if ( animation ) {
 
         animation.weight = weight;
 
     }
 
 };
 
 THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
 
     var animation = this.animationsMap[ name ];
 
     if ( animation ) {
 
         animation.time = time;
 
     }
 
 };
 
 THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
 
     var time = 0;
 
     var animation = this.animationsMap[ name ];
 
     if ( animation ) {
 
         time = animation.time;
 
     }
 
     return time;
 
 };
 
 THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
 
     var duration = -1;
 
     var animation = this.animationsMap[ name ];
 
     if ( animation ) {
 
         duration = animation.duration;
 
     }
 
     return duration;
 
 };
 
 THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
 
     var animation = this.animationsMap[ name ];
 
     if ( animation ) {
 
         animation.time = 0;
         animation.active = true;
 
     } else {
 
         console.warn( "animation[" + name + "] undefined" );
 
     }
 
 };
 
 THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
 
     var animation = this.animationsMap[ name ];
 
     if ( animation ) {
 
         animation.active = false;
 
     }
 
 };
 
 THREE.MorphBlendMesh.prototype.update = function ( delta ) {
 
     for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
 
         var animation = this.animationsList[ i ];
 
         if ( ! animation.active ) continue;
 
         var frameTime = animation.duration / animation.length;
 
         animation.time += animation.direction * delta;
 
         if ( animation.mirroredLoop ) {
 
             if ( animation.time > animation.duration || animation.time < 0 ) {
 
                 animation.direction *= -1;
 
                 if ( animation.time > animation.duration ) {
 
                     animation.time = animation.duration;
                     animation.directionBackwards = true;
 
                 }
 
                 if ( animation.time < 0 ) {
 
                     animation.time = 0;
                     animation.directionBackwards = false;
 
                 }
 
             }
 
         } else {
 
             animation.time = animation.time % animation.duration;
 
             if ( animation.time < 0 ) animation.time += animation.duration;
 
         }
 
         var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
         var weight = animation.weight;
 
         if ( keyframe !== animation.currentFrame ) {
 
             this.morphTargetInfluences[ animation.lastFrame ] = 0;
             this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
 
             this.morphTargetInfluences[ keyframe ] = 0;
 
             animation.lastFrame = animation.currentFrame;
             animation.currentFrame = keyframe;
 
         }
 
         var mix = ( animation.time % frameTime ) / frameTime;
 
         if ( animation.directionBackwards ) mix = 1 - mix;
 
         this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
         this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
 
     }
 
 };
 
 /**
  * @author mikael emtinger / http://gomo.se/
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.LensFlarePlugin = function () {
 
     var _gl, _renderer, _precision, _lensFlare = {};
 
     this.init = function ( renderer ) {
 
         _gl = renderer.context;
         _renderer = renderer;
 
         _precision = renderer.getPrecision();
 
         _lensFlare.vertices = new Float32Array( 8 + 8 );
         _lensFlare.faces = new Uint16Array( 6 );
 
         var i = 0;
         _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1;	// vertex
         _lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 0;	// uv... etc.
 
         _lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = -1;
         _lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 0;
 
         _lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;
         _lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;
 
         _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
         _lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 1;
 
         i = 0;
         _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
         _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
 
         // buffers
 
         _lensFlare.vertexBuffer     = _gl.createBuffer();
         _lensFlare.elementBuffer    = _gl.createBuffer();
 
         _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
         _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
 
         _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
         _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
 
         // textures
 
         _lensFlare.tempTexture      = _gl.createTexture();
         _lensFlare.occlusionTexture = _gl.createTexture();
 
         _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
         _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
         _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
         _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
         _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
         _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
 
         _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
         _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
         _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
         _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
         _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
         _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
 
         if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
 
             _lensFlare.hasVertexTexture = false;
             _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ], _precision );
 
         } else {
 
             _lensFlare.hasVertexTexture = true;
             _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ], _precision );
 
         }
 
         _lensFlare.attributes = {};
         _lensFlare.uniforms = {};
 
         _lensFlare.attributes.vertex       = _gl.getAttribLocation ( _lensFlare.program, "position" );
         _lensFlare.attributes.uv           = _gl.getAttribLocation ( _lensFlare.program, "uv" );
 
         _lensFlare.uniforms.renderType     = _gl.getUniformLocation( _lensFlare.program, "renderType" );
         _lensFlare.uniforms.map            = _gl.getUniformLocation( _lensFlare.program, "map" );
         _lensFlare.uniforms.occlusionMap   = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
         _lensFlare.uniforms.opacity        = _gl.getUniformLocation( _lensFlare.program, "opacity" );
         _lensFlare.uniforms.color          = _gl.getUniformLocation( _lensFlare.program, "color" );
         _lensFlare.uniforms.scale          = _gl.getUniformLocation( _lensFlare.program, "scale" );
         _lensFlare.uniforms.rotation       = _gl.getUniformLocation( _lensFlare.program, "rotation" );
         _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
 
     };
 
 
     /*
      * Render lens flares
      * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
      *         reads these back and calculates occlusion.
      *         Then _lensFlare.update_lensFlares() is called to re-position and
      *         update transparency of flares. Then they are rendered.
      *
      */
 
     this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
 
         var flares = scene.__webglFlares,
             nFlares = flares.length;
 
         if ( ! nFlares ) return;
 
         var tempPosition = new THREE.Vector3();
 
         var invAspect = viewportHeight / viewportWidth,
             halfViewportWidth = viewportWidth * 0.5,
             halfViewportHeight = viewportHeight * 0.5;
 
         var size = 16 / viewportHeight,
             scale = new THREE.Vector2( size * invAspect, size );
 
         var screenPosition = new THREE.Vector3( 1, 1, 0 ),
             screenPositionPixels = new THREE.Vector2( 1, 1 );
 
         var uniforms = _lensFlare.uniforms,
             attributes = _lensFlare.attributes;
 
         // set _lensFlare program and reset blending
 
         _gl.useProgram( _lensFlare.program );
 
         _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
         _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
 
         // loop through all lens flares to update their occlusion and positions
         // setup gl and common used attribs/unforms
 
         _gl.uniform1i( uniforms.occlusionMap, 0 );
         _gl.uniform1i( uniforms.map, 1 );
 
         _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
         _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
         _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
 
         _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
 
         _gl.disable( _gl.CULL_FACE );
         _gl.depthMask( false );
 
         var i, j, jl, flare, sprite;
 
         for ( i = 0; i < nFlares; i ++ ) {
 
             size = 16 / viewportHeight;
             scale.set( size * invAspect, size );
 
             // calc object screen position
 
             flare = flares[ i ];
 
             tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
 
             tempPosition.applyMatrix4( camera.matrixWorldInverse );
             tempPosition.applyProjection( camera.projectionMatrix );
 
             // setup arrays for gl programs
 
             screenPosition.copy( tempPosition )
 
             screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
             screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
 
             // screen cull
 
             if ( _lensFlare.hasVertexTexture || (
                 screenPositionPixels.x > 0 &&
                 screenPositionPixels.x < viewportWidth &&
                 screenPositionPixels.y > 0 &&
                 screenPositionPixels.y < viewportHeight ) ) {
 
                 // save current RGB to temp texture
 
                 _gl.activeTexture( _gl.TEXTURE1 );
                 _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
                 _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
 
 
                 // render pink quad
 
                 _gl.uniform1i( uniforms.renderType, 0 );
                 _gl.uniform2f( uniforms.scale, scale.x, scale.y );
                 _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
 
                 _gl.disable( _gl.BLEND );
                 _gl.enable( _gl.DEPTH_TEST );
 
                 _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
 
 
                 // copy result to occlusionMap
 
                 _gl.activeTexture( _gl.TEXTURE0 );
                 _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
                 _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
 
 
                 // restore graphics
 
                 _gl.uniform1i( uniforms.renderType, 1 );
                 _gl.disable( _gl.DEPTH_TEST );
 
                 _gl.activeTexture( _gl.TEXTURE1 );
                 _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
                 _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
 
 
                 // update object positions
 
                 flare.positionScreen.copy( screenPosition )
 
                 if ( flare.customUpdateCallback ) {
 
                     flare.customUpdateCallback( flare );
 
                 } else {
 
                     flare.updateLensFlares();
 
                 }
 
                 // render flares
 
                 _gl.uniform1i( uniforms.renderType, 2 );
                 _gl.enable( _gl.BLEND );
 
                 for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
 
                     sprite = flare.lensFlares[ j ];
 
                     if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
 
                         screenPosition.x = sprite.x;
                         screenPosition.y = sprite.y;
                         screenPosition.z = sprite.z;
 
                         size = sprite.size * sprite.scale / viewportHeight;
 
                         scale.x = size * invAspect;
                         scale.y = size;
 
                         _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
                         _gl.uniform2f( uniforms.scale, scale.x, scale.y );
                         _gl.uniform1f( uniforms.rotation, sprite.rotation );
 
                         _gl.uniform1f( uniforms.opacity, sprite.opacity );
                         _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
 
                         _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
                         _renderer.setTexture( sprite.texture, 1 );
 
                         _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
 
                     }
 
                 }
 
             }
 
         }
 
         // restore gl
 
         _gl.enable( _gl.CULL_FACE );
         _gl.enable( _gl.DEPTH_TEST );
         _gl.depthMask( true );
 
     };
 
     function createProgram ( shader, precision ) {
 
         var program = _gl.createProgram();
 
         var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
         var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
 
         var prefix = "precision " + precision + " float;\n";
 
         _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
         _gl.shaderSource( vertexShader, prefix + shader.vertexShader );
 
         _gl.compileShader( fragmentShader );
         _gl.compileShader( vertexShader );
 
         _gl.attachShader( program, fragmentShader );
         _gl.attachShader( program, vertexShader );
 
         _gl.linkProgram( program );
 
         return program;
 
     };
 
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.ShadowMapPlugin = function () {
 
     var _gl,
     _renderer,
     _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
 
     _frustum = new THREE.Frustum(),
     _projScreenMatrix = new THREE.Matrix4(),
 
     _min = new THREE.Vector3(),
     _max = new THREE.Vector3(),
 
     _matrixPosition = new THREE.Vector3();
 
     this.init = function ( renderer ) {
 
         _gl = renderer.context;
         _renderer = renderer;
 
         var depthShader = THREE.ShaderLib[ "depthRGBA" ];
         var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
 
         _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
         _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
         _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
         _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
 
         _depthMaterial._shadowPass = true;
         _depthMaterialMorph._shadowPass = true;
         _depthMaterialSkin._shadowPass = true;
         _depthMaterialMorphSkin._shadowPass = true;
 
     };
 
     this.render = function ( scene, camera ) {
 
         if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
 
         this.update( scene, camera );
 
     };
 
     this.update = function ( scene, camera ) {
 
         var i, il, j, jl, n,
 
         shadowMap, shadowMatrix, shadowCamera,
         program, buffer, material,
         webglObject, object, light,
         renderList,
 
         lights = [],
         k = 0,
 
         fog = null;
 
         // set GL state for depth map
 
         _gl.clearColor( 1, 1, 1, 1 );
         _gl.disable( _gl.BLEND );
 
         _gl.enable( _gl.CULL_FACE );
         _gl.frontFace( _gl.CCW );
 
         if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
 
             _gl.cullFace( _gl.FRONT );
 
         } else {
 
             _gl.cullFace( _gl.BACK );
 
         }
 
         _renderer.setDepthTest( true );
 
         // preprocess lights
         // 	- skip lights that are not casting shadows
         //	- create virtual lights for cascaded shadow maps
 
         for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {
 
             light = scene.__lights[ i ];
 
             if ( ! light.castShadow ) continue;
 
             if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
 
                 for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
 
                     var virtualLight;
 
                     if ( ! light.shadowCascadeArray[ n ] ) {
 
                         virtualLight = createVirtualLight( light, n );
                         virtualLight.originalCamera = camera;
 
                         var gyro = new THREE.Gyroscope();
                         gyro.position = light.shadowCascadeOffset;
 
                         gyro.add( virtualLight );
                         gyro.add( virtualLight.target );
 
                         camera.add( gyro );
 
                         light.shadowCascadeArray[ n ] = virtualLight;
 
                         console.log( "Created virtualLight", virtualLight );
 
                     } else {
 
                         virtualLight = light.shadowCascadeArray[ n ];
 
                     }
 
                     updateVirtualLight( light, n );
 
                     lights[ k ] = virtualLight;
                     k ++;
 
                 }
 
             } else {
 
                 lights[ k ] = light;
                 k ++;
 
             }
 
         }
 
         // render depth map
 
         for ( i = 0, il = lights.length; i < il; i ++ ) {
 
             light = lights[ i ];
 
             if ( ! light.shadowMap ) {
 
                 var shadowFilter = THREE.LinearFilter;
 
                 if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
 
                     shadowFilter = THREE.NearestFilter;
 
                 }
 
                 var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
 
                 light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
                 light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
 
                 light.shadowMatrix = new THREE.Matrix4();
 
             }
 
             if ( ! light.shadowCamera ) {
 
                 if ( light instanceof THREE.SpotLight ) {
 
                     light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
 
                 } else if ( light instanceof THREE.DirectionalLight ) {
 
                     light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
 
                 } else {
 
                     console.error( "Unsupported light type for shadow" );
                     continue;
 
                 }
 
                 scene.add( light.shadowCamera );
 
                 if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
 
             }
 
             if ( light.shadowCameraVisible && ! light.cameraHelper ) {
 
                 light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
                 light.shadowCamera.add( light.cameraHelper );
 
             }
 
             if ( light.isVirtual && virtualLight.originalCamera == camera ) {
 
                 updateShadowCamera( camera, light );
 
             }
 
             shadowMap = light.shadowMap;
             shadowMatrix = light.shadowMatrix;
             shadowCamera = light.shadowCamera;
 
             shadowCamera.position.getPositionFromMatrix( light.matrixWorld );
             _matrixPosition.getPositionFromMatrix( light.target.matrixWorld );
             shadowCamera.lookAt( _matrixPosition );
             shadowCamera.updateMatrixWorld();
 
             shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
 
             if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
             if ( light.shadowCameraVisible ) light.cameraHelper.update();
 
             // compute shadow matrix
 
             shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
                               0.0, 0.5, 0.0, 0.5,
                               0.0, 0.0, 0.5, 0.5,
                               0.0, 0.0, 0.0, 1.0 );
 
             shadowMatrix.multiply( shadowCamera.projectionMatrix );
             shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
 
             // update camera matrices and frustum
 
             _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
             _frustum.setFromMatrix( _projScreenMatrix );
 
             // render shadow map
 
             _renderer.setRenderTarget( shadowMap );
             _renderer.clear();
 
             // set object matrices & frustum culling
 
             renderList = scene.__webglObjects;
 
             for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
 
                 webglObject = renderList[ j ];
                 object = webglObject.object;
 
                 webglObject.render = false;
 
                 if ( object.visible && object.castShadow ) {
 
                     if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
 
                         object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
 
                         webglObject.render = true;
 
                     }
 
                 }
 
             }
 
             // render regular objects
 
             var objectMaterial, useMorphing, useSkinning;
 
             for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
 
                 webglObject = renderList[ j ];
 
                 if ( webglObject.render ) {
 
                     object = webglObject.object;
                     buffer = webglObject.buffer;
 
                     // culling is overriden globally for all objects
                     // while rendering depth map
 
                     // need to deal with MeshFaceMaterial somehow
                     // in that case just use the first of material.materials for now
                     // (proper solution would require to break objects by materials
                     //  similarly to regular rendering and then set corresponding
                     //  depth materials per each chunk instead of just once per object)
 
                     objectMaterial = getObjectMaterial( object );
 
                     useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
                     useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
 
                     if ( object.customDepthMaterial ) {
 
                         material = object.customDepthMaterial;
 
                     } else if ( useSkinning ) {
 
                         material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
 
                     } else if ( useMorphing ) {
 
                         material = _depthMaterialMorph;
 
                     } else {
 
                         material = _depthMaterial;
 
                     }
 
                     if ( buffer instanceof THREE.BufferGeometry ) {
 
                         _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
 
                     } else {
 
                         _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
 
                     }
 
                 }
 
             }
 
             // set matrices and render immediate objects
 
             renderList = scene.__webglObjectsImmediate;
 
             for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
 
                 webglObject = renderList[ j ];
                 object = webglObject.object;
 
                 if ( object.visible && object.castShadow ) {
 
                     object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
 
                     _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
 
                 }
 
             }
 
         }
 
         // restore GL state
 
         var clearColor = _renderer.getClearColor(),
         clearAlpha = _renderer.getClearAlpha();
 
         _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
         _gl.enable( _gl.BLEND );
 
         if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
 
             _gl.cullFace( _gl.BACK );
 
         }
 
     };
 
     function createVirtualLight( light, cascade ) {
 
         var virtualLight = new THREE.DirectionalLight();
 
         virtualLight.isVirtual = true;
 
         virtualLight.onlyShadow = true;
         virtualLight.castShadow = true;
 
         virtualLight.shadowCameraNear = light.shadowCameraNear;
         virtualLight.shadowCameraFar = light.shadowCameraFar;
 
         virtualLight.shadowCameraLeft = light.shadowCameraLeft;
         virtualLight.shadowCameraRight = light.shadowCameraRight;
         virtualLight.shadowCameraBottom = light.shadowCameraBottom;
         virtualLight.shadowCameraTop = light.shadowCameraTop;
 
         virtualLight.shadowCameraVisible = light.shadowCameraVisible;
 
         virtualLight.shadowDarkness = light.shadowDarkness;
 
         virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
         virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
         virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
 
         virtualLight.pointsWorld = [];
         virtualLight.pointsFrustum = [];
 
         var pointsWorld = virtualLight.pointsWorld,
             pointsFrustum = virtualLight.pointsFrustum;
 
         for ( var i = 0; i < 8; i ++ ) {
 
             pointsWorld[ i ] = new THREE.Vector3();
             pointsFrustum[ i ] = new THREE.Vector3();
 
         }
 
         var nearZ = light.shadowCascadeNearZ[ cascade ];
         var farZ = light.shadowCascadeFarZ[ cascade ];
 
         pointsFrustum[ 0 ].set( -1, -1, nearZ );
         pointsFrustum[ 1 ].set(  1, -1, nearZ );
         pointsFrustum[ 2 ].set( -1,  1, nearZ );
         pointsFrustum[ 3 ].set(  1,  1, nearZ );
 
         pointsFrustum[ 4 ].set( -1, -1, farZ );
         pointsFrustum[ 5 ].set(  1, -1, farZ );
         pointsFrustum[ 6 ].set( -1,  1, farZ );
         pointsFrustum[ 7 ].set(  1,  1, farZ );
 
         return virtualLight;
 
     }
 
     // Synchronize virtual light with the original light
 
     function updateVirtualLight( light, cascade ) {
 
         var virtualLight = light.shadowCascadeArray[ cascade ];
 
         virtualLight.position.copy( light.position );
         virtualLight.target.position.copy( light.target.position );
         virtualLight.lookAt( virtualLight.target );
 
         virtualLight.shadowCameraVisible = light.shadowCameraVisible;
         virtualLight.shadowDarkness = light.shadowDarkness;
 
         virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
 
         var nearZ = light.shadowCascadeNearZ[ cascade ];
         var farZ = light.shadowCascadeFarZ[ cascade ];
 
         var pointsFrustum = virtualLight.pointsFrustum;
 
         pointsFrustum[ 0 ].z = nearZ;
         pointsFrustum[ 1 ].z = nearZ;
         pointsFrustum[ 2 ].z = nearZ;
         pointsFrustum[ 3 ].z = nearZ;
 
         pointsFrustum[ 4 ].z = farZ;
         pointsFrustum[ 5 ].z = farZ;
         pointsFrustum[ 6 ].z = farZ;
         pointsFrustum[ 7 ].z = farZ;
 
     }
 
     // Fit shadow camera's ortho frustum to camera frustum
 
     function updateShadowCamera( camera, light ) {
 
         var shadowCamera = light.shadowCamera,
             pointsFrustum = light.pointsFrustum,
             pointsWorld = light.pointsWorld;
 
         _min.set( Infinity, Infinity, Infinity );
         _max.set( -Infinity, -Infinity, -Infinity );
 
         for ( var i = 0; i < 8; i ++ ) {
 
             var p = pointsWorld[ i ];
 
             p.copy( pointsFrustum[ i ] );
             THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
 
             p.applyMatrix4( shadowCamera.matrixWorldInverse );
 
             if ( p.x < _min.x ) _min.x = p.x;
             if ( p.x > _max.x ) _max.x = p.x;
 
             if ( p.y < _min.y ) _min.y = p.y;
             if ( p.y > _max.y ) _max.y = p.y;
 
             if ( p.z < _min.z ) _min.z = p.z;
             if ( p.z > _max.z ) _max.z = p.z;
 
         }
 
         shadowCamera.left = _min.x;
         shadowCamera.right = _max.x;
         shadowCamera.top = _max.y;
         shadowCamera.bottom = _min.y;
 
         // can't really fit near/far
         //shadowCamera.near = _min.z;
         //shadowCamera.far = _max.z;
 
         shadowCamera.updateProjectionMatrix();
 
     }
 
     // For the moment just ignore objects that have multiple materials with different animation methods
     // Only the first material will be taken into account for deciding which depth material to use for shadow maps
 
     function getObjectMaterial( object ) {
 
         return object.material instanceof THREE.MeshFaceMaterial
             ? object.material.materials[ 0 ]
             : object.material;
 
     };
 
 };
 
 THREE.ShadowMapPlugin.__projector = new THREE.Projector();
 
 /**
  * @author mikael emtinger / http://gomo.se/
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.SpritePlugin = function () {
 
     var _gl, _renderer, _precision, _sprite = {};
 
     this.init = function ( renderer ) {
 
         _gl = renderer.context;
         _renderer = renderer;
 
         _precision = renderer.getPrecision();
 
         _sprite.vertices = new Float32Array( 8 + 8 );
         _sprite.faces    = new Uint16Array( 6 );
 
         var i = 0;
 
         _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1;	// vertex 0
         _sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 0;	// uv 0
 
         _sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = -1;	// vertex 1
         _sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 0;	// uv 1
 
         _sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// vertex 2
         _sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// uv 2
 
         _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;	// vertex 3
         _sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 1;	// uv 3
 
         i = 0;
 
         _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
         _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
 
         _sprite.vertexBuffer  = _gl.createBuffer();
         _sprite.elementBuffer = _gl.createBuffer();
 
         _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
         _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
 
         _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
         _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
 
         _sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ], _precision );
 
         _sprite.attributes = {};
         _sprite.uniforms = {};
 
         _sprite.attributes.position           = _gl.getAttribLocation ( _sprite.program, "position" );
         _sprite.attributes.uv                 = _gl.getAttribLocation ( _sprite.program, "uv" );
 
         _sprite.uniforms.uvOffset             = _gl.getUniformLocation( _sprite.program, "uvOffset" );
         _sprite.uniforms.uvScale              = _gl.getUniformLocation( _sprite.program, "uvScale" );
 
         _sprite.uniforms.rotation             = _gl.getUniformLocation( _sprite.program, "rotation" );
         _sprite.uniforms.scale                = _gl.getUniformLocation( _sprite.program, "scale" );
         _sprite.uniforms.alignment            = _gl.getUniformLocation( _sprite.program, "alignment" );
 
         _sprite.uniforms.color                = _gl.getUniformLocation( _sprite.program, "color" );
         _sprite.uniforms.map                  = _gl.getUniformLocation( _sprite.program, "map" );
         _sprite.uniforms.opacity              = _gl.getUniformLocation( _sprite.program, "opacity" );
 
         _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
         _sprite.uniforms.sizeAttenuation   	  = _gl.getUniformLocation( _sprite.program, "sizeAttenuation" );
         _sprite.uniforms.screenPosition    	  = _gl.getUniformLocation( _sprite.program, "screenPosition" );
         _sprite.uniforms.modelViewMatrix      = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
         _sprite.uniforms.projectionMatrix     = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
 
         _sprite.uniforms.fogType 		  	  = _gl.getUniformLocation( _sprite.program, "fogType" );
         _sprite.uniforms.fogDensity 		  = _gl.getUniformLocation( _sprite.program, "fogDensity" );
         _sprite.uniforms.fogNear 		  	  = _gl.getUniformLocation( _sprite.program, "fogNear" );
         _sprite.uniforms.fogFar 		  	  = _gl.getUniformLocation( _sprite.program, "fogFar" );
         _sprite.uniforms.fogColor 		  	  = _gl.getUniformLocation( _sprite.program, "fogColor" );
 
         _sprite.uniforms.alphaTest 		  	  = _gl.getUniformLocation( _sprite.program, "alphaTest" );
 
     };
 
     this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
 
         var sprites = scene.__webglSprites,
             nSprites = sprites.length;
 
         if ( ! nSprites ) return;
 
         var attributes = _sprite.attributes,
             uniforms = _sprite.uniforms;
 
         var invAspect = viewportHeight / viewportWidth;
 
         var halfViewportWidth = viewportWidth * 0.5,
             halfViewportHeight = viewportHeight * 0.5;
 
         // setup gl
 
         _gl.useProgram( _sprite.program );
 
         _gl.enableVertexAttribArray( attributes.position );
         _gl.enableVertexAttribArray( attributes.uv );
 
         _gl.disable( _gl.CULL_FACE );
         _gl.enable( _gl.BLEND );
 
         _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
         _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
         _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
 
         _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
 
         _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
 
         _gl.activeTexture( _gl.TEXTURE0 );
         _gl.uniform1i( uniforms.map, 0 );
 
         var oldFogType = 0;
         var sceneFogType = 0;
         var fog = scene.fog;
 
         if ( fog ) {
 
             _gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
 
             if ( fog instanceof THREE.Fog ) {
 
                 _gl.uniform1f( uniforms.fogNear, fog.near );
                 _gl.uniform1f( uniforms.fogFar, fog.far );
 
                 _gl.uniform1i( uniforms.fogType, 1 );
                 oldFogType = 1;
                 sceneFogType = 1;
 
             } else if ( fog instanceof THREE.FogExp2 ) {
 
                 _gl.uniform1f( uniforms.fogDensity, fog.density );
 
                 _gl.uniform1i( uniforms.fogType, 2 );
                 oldFogType = 2;
                 sceneFogType = 2;
 
             }
 
         } else {
 
             _gl.uniform1i( uniforms.fogType, 0 );
             oldFogType = 0;
             sceneFogType = 0;
 
         }
 
 
         // update positions and sort
 
         var i, sprite, material, screenPosition, size, fogType, scale = [];
 
         for( i = 0; i < nSprites; i ++ ) {
 
             sprite = sprites[ i ];
             material = sprite.material;
 
             if ( ! sprite.visible || material.opacity === 0 ) continue;
 
             if ( ! material.useScreenCoordinates ) {
 
                 sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
                 sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
 
             } else {
 
                 sprite.z = - sprite.position.z;
 
             }
 
         }
 
         sprites.sort( painterSortStable );
 
         // render all sprites
 
         for( i = 0; i < nSprites; i ++ ) {
 
             sprite = sprites[ i ];
             material = sprite.material;
 
             if ( ! sprite.visible || material.opacity === 0 ) continue;
 
             if ( material.map && material.map.image && material.map.image.width ) {
 
                 _gl.uniform1f( uniforms.alphaTest, material.alphaTest );
 
                 if ( material.useScreenCoordinates === true ) {
 
                     _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
                     _gl.uniform3f(
                         uniforms.screenPosition,
                         ( ( sprite.position.x * _renderer.devicePixelRatio ) - halfViewportWidth  ) / halfViewportWidth,
                         ( halfViewportHeight - ( sprite.position.y * _renderer.devicePixelRatio ) ) / halfViewportHeight,
                         Math.max( 0, Math.min( 1, sprite.position.z ) )
                     );
 
                     scale[ 0 ] = _renderer.devicePixelRatio;
                     scale[ 1 ] = _renderer.devicePixelRatio;
 
                 } else {
 
                     _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
                     _gl.uniform1i( uniforms.sizeAttenuation, material.sizeAttenuation ? 1 : 0 );
                     _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
 
                     scale[ 0 ] = 1;
                     scale[ 1 ] = 1;
 
                 }
 
                 if ( scene.fog && material.fog ) {
 
                     fogType = sceneFogType;
 
                 } else {
 
                     fogType = 0;
 
                 }
 
                 if ( oldFogType !== fogType ) {
 
                     _gl.uniform1i( uniforms.fogType, fogType );
                     oldFogType = fogType;
 
                 }
 
                 size = 1 / ( material.scaleByViewport ? viewportHeight : 1 );
 
                 scale[ 0 ] *= size * invAspect * sprite.scale.x
                 scale[ 1 ] *= size * sprite.scale.y;
 
                 _gl.uniform2f( uniforms.uvScale, material.uvScale.x, material.uvScale.y );
                 _gl.uniform2f( uniforms.uvOffset, material.uvOffset.x, material.uvOffset.y );
                 _gl.uniform2f( uniforms.alignment, material.alignment.x, material.alignment.y );
 
                 _gl.uniform1f( uniforms.opacity, material.opacity );
                 _gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
 
                 _gl.uniform1f( uniforms.rotation, sprite.rotation );
                 _gl.uniform2fv( uniforms.scale, scale );
 
                 _renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
                 _renderer.setDepthTest( material.depthTest );
                 _renderer.setDepthWrite( material.depthWrite );
                 _renderer.setTexture( material.map, 0 );
 
                 _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
 
             }
 
         }
 
         // restore gl
 
         _gl.enable( _gl.CULL_FACE );
 
     };
 
     function createProgram ( shader, precision ) {
 
         var program = _gl.createProgram();
 
         var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
         var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
 
         var prefix = "precision " + precision + " float;\n";
 
         _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
         _gl.shaderSource( vertexShader, prefix + shader.vertexShader );
 
         _gl.compileShader( fragmentShader );
         _gl.compileShader( vertexShader );
 
         _gl.attachShader( program, fragmentShader );
         _gl.attachShader( program, vertexShader );
 
         _gl.linkProgram( program );
 
         return program;
 
     };
 
     function painterSortStable ( a, b ) {
 
         if ( a.z !== b.z ) {
 
             return b.z - a.z;
 
         } else {
 
             return b.id - a.id;
 
         }
 
     };
 
 };
 
 /**
  * @author alteredq / http://alteredqualia.com/
  */
 
 THREE.DepthPassPlugin = function () {
 
     this.enabled = false;
     this.renderTarget = null;
 
     var _gl,
     _renderer,
     _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
 
     _frustum = new THREE.Frustum(),
     _projScreenMatrix = new THREE.Matrix4();
 
     this.init = function ( renderer ) {
 
         _gl = renderer.context;
         _renderer = renderer;
 
         var depthShader = THREE.ShaderLib[ "depthRGBA" ];
         var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
 
         _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
         _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
         _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
         _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
 
         _depthMaterial._shadowPass = true;
         _depthMaterialMorph._shadowPass = true;
         _depthMaterialSkin._shadowPass = true;
         _depthMaterialMorphSkin._shadowPass = true;
 
     };
 
     this.render = function ( scene, camera ) {
 
         if ( ! this.enabled ) return;
 
         this.update( scene, camera );
 
     };
 
     this.update = function ( scene, camera ) {
 
         var i, il, j, jl, n,
 
         program, buffer, material,
         webglObject, object, light,
         renderList,
 
         fog = null;
 
         // set GL state for depth map
 
         _gl.clearColor( 1, 1, 1, 1 );
         _gl.disable( _gl.BLEND );
 
         _renderer.setDepthTest( true );
 
         // update scene
 
         if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
 
         // update camera matrices and frustum
 
         camera.matrixWorldInverse.getInverse( camera.matrixWorld );
 
         _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
         _frustum.setFromMatrix( _projScreenMatrix );
 
         // render depth map
 
         _renderer.setRenderTarget( this.renderTarget );
         _renderer.clear();
 
         // set object matrices & frustum culling
 
         renderList = scene.__webglObjects;
 
         for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
 
             webglObject = renderList[ j ];
             object = webglObject.object;
 
             webglObject.render = false;
 
             if ( object.visible ) {
 
                 if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
 
                     object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
 
                     webglObject.render = true;
 
                 }
 
             }
 
         }
 
         // render regular objects
 
         var objectMaterial, useMorphing, useSkinning;
 
         for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
 
             webglObject = renderList[ j ];
 
             if ( webglObject.render ) {
 
                 object = webglObject.object;
                 buffer = webglObject.buffer;
 
                 // todo: create proper depth material for particles
 
                 if ( object instanceof THREE.ParticleSystem && !object.customDepthMaterial ) continue;
 
                 objectMaterial = getObjectMaterial( object );
 
                 if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
 
                 useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
                 useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
 
                 if ( object.customDepthMaterial ) {
 
                     material = object.customDepthMaterial;
 
                 } else if ( useSkinning ) {
 
                     material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
 
                 } else if ( useMorphing ) {
 
                     material = _depthMaterialMorph;
 
                 } else {
 
                     material = _depthMaterial;
 
                 }
 
                 if ( buffer instanceof THREE.BufferGeometry ) {
 
                     _renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object );
 
                 } else {
 
                     _renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object );
 
                 }
 
             }
 
         }
 
         // set matrices and render immediate objects
 
         renderList = scene.__webglObjectsImmediate;
 
         for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
 
             webglObject = renderList[ j ];
             object = webglObject.object;
 
             if ( object.visible ) {
 
                 object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
 
                 _renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );
 
             }
 
         }
 
         // restore GL state
 
         var clearColor = _renderer.getClearColor(),
         clearAlpha = _renderer.getClearAlpha();
 
         _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
         _gl.enable( _gl.BLEND );
 
     };
 
     // For the moment just ignore objects that have multiple materials with different animation methods
     // Only the first material will be taken into account for deciding which depth material to use
 
     function getObjectMaterial( object ) {
 
         return object.material instanceof THREE.MeshFaceMaterial
             ? object.material.materials[ 0 ]
             : object.material;
 
     };
 
 };
 
 
 /**
  * @author mikael emtinger / http://gomo.se/
  */
 
 THREE.ShaderFlares = {
 
     'lensFlareVertexTexture': {
 
         vertexShader: [
 
             "uniform lowp int renderType;",
 
             "uniform vec3 screenPosition;",
             "uniform vec2 scale;",
             "uniform float rotation;",
 
             "uniform sampler2D occlusionMap;",
 
             "attribute vec2 position;",
             "attribute vec2 uv;",
 
             "varying vec2 vUV;",
             "varying float vVisibility;",
 
             "void main() {",
 
                 "vUV = uv;",
 
                 "vec2 pos = position;",
 
                 "if( renderType == 2 ) {",
 
                     "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
                     "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
                     "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
                     "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
                     "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
                     "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
                     "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
                     "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
                     "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
 
                     "vVisibility =        visibility.r / 9.0;",
                     "vVisibility *= 1.0 - visibility.g / 9.0;",
                     "vVisibility *=       visibility.b / 9.0;",
                     "vVisibility *= 1.0 - visibility.a / 9.0;",
 
                     "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
                     "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
 
                 "}",
 
                 "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
 
             "}"
 
         ].join( "\n" ),
 
         fragmentShader: [
 
             "uniform lowp int renderType;",
 
             "uniform sampler2D map;",
             "uniform float opacity;",
             "uniform vec3 color;",
 
             "varying vec2 vUV;",
             "varying float vVisibility;",
 
             "void main() {",
 
                 // pink square
 
                 "if( renderType == 0 ) {",
 
                     "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
 
                 // restore
 
                 "} else if( renderType == 1 ) {",
 
                     "gl_FragColor = texture2D( map, vUV );",
 
                 // flare
 
                 "} else {",
 
                     "vec4 texture = texture2D( map, vUV );",
                     "texture.a *= opacity * vVisibility;",
                     "gl_FragColor = texture;",
                     "gl_FragColor.rgb *= color;",
 
                 "}",
 
             "}"
         ].join( "\n" )
 
     },
 
 
     'lensFlare': {
 
         vertexShader: [
 
             "uniform lowp int renderType;",
 
             "uniform vec3 screenPosition;",
             "uniform vec2 scale;",
             "uniform float rotation;",
 
             "attribute vec2 position;",
             "attribute vec2 uv;",
 
             "varying vec2 vUV;",
 
             "void main() {",
 
                 "vUV = uv;",
 
                 "vec2 pos = position;",
 
                 "if( renderType == 2 ) {",
 
                     "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
                     "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
 
                 "}",
 
                 "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
 
             "}"
 
         ].join( "\n" ),
 
         fragmentShader: [
 
             "precision mediump float;",
 
             "uniform lowp int renderType;",
 
             "uniform sampler2D map;",
             "uniform sampler2D occlusionMap;",
             "uniform float opacity;",
             "uniform vec3 color;",
 
             "varying vec2 vUV;",
 
             "void main() {",
 
                 // pink square
 
                 "if( renderType == 0 ) {",
 
                     "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
 
                 // restore
 
                 "} else if( renderType == 1 ) {",
 
                     "gl_FragColor = texture2D( map, vUV );",
 
                 // flare
 
                 "} else {",
 
                     "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
                     "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
                     "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
                     "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
                     "visibility = ( 1.0 - visibility / 4.0 );",
 
                     "vec4 texture = texture2D( map, vUV );",
                     "texture.a *= opacity * visibility;",
                     "gl_FragColor = texture;",
                     "gl_FragColor.rgb *= color;",
 
                 "}",
 
             "}"
 
         ].join( "\n" )
 
     }
 
 };
 
 /**
  * @author mikael emtinger / http://gomo.se/
  * @author alteredq / http://alteredqualia.com/
  *
  */
 
 THREE.ShaderSprite = {
 
     'sprite': {
 
         vertexShader: [
 
             "uniform int useScreenCoordinates;",
             "uniform int sizeAttenuation;",
             "uniform vec3 screenPosition;",
             "uniform mat4 modelViewMatrix;",
             "uniform mat4 projectionMatrix;",
             "uniform float rotation;",
             "uniform vec2 scale;",
             "uniform vec2 alignment;",
             "uniform vec2 uvOffset;",
             "uniform vec2 uvScale;",
 
             "attribute vec2 position;",
             "attribute vec2 uv;",
 
             "varying vec2 vUV;",
 
             "void main() {",
 
                 "vUV = uvOffset + uv * uvScale;",
 
                 "vec2 alignedPosition = position + alignment;",
 
                 "vec2 rotatedPosition;",
                 "rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;",
                 "rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;",
 
                 "vec4 finalPosition;",
 
                 "if( useScreenCoordinates != 0 ) {",
 
                     "finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );",
 
                 "} else {",
 
                     "finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );",
                     "finalPosition.xy += rotatedPosition * ( sizeAttenuation == 1 ? 1.0 : finalPosition.z );",
 
                 "}",
 
                 "gl_Position = finalPosition;",
 
             "}"
 
         ].join( "\n" ),
 
         fragmentShader: [
 
             "uniform vec3 color;",
             "uniform sampler2D map;",
             "uniform float opacity;",
 
             "uniform int fogType;",
             "uniform vec3 fogColor;",
             "uniform float fogDensity;",
             "uniform float fogNear;",
             "uniform float fogFar;",
             "uniform float alphaTest;",
 
             "varying vec2 vUV;",
 
             "void main() {",
 
                 "vec4 texture = texture2D( map, vUV );",
 
                 "if ( texture.a < alphaTest ) discard;",
 
                 "gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );",
 
                 "if ( fogType > 0 ) {",
 
                     "float depth = gl_FragCoord.z / gl_FragCoord.w;",
                     "float fogFactor = 0.0;",
 
                     "if ( fogType == 1 ) {",
 
                         "fogFactor = smoothstep( fogNear, fogFar, depth );",
 
                     "} else {",
 
                         "const float LOG2 = 1.442695;",
                         "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
                         "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
 
                     "}",
 
                     "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
 
                 "}",
 
             "}"
 
         ].join( "\n" )
 
     }
 
 };
 